Daleks?

Post » Mon May 16, 2011 11:49 pm

Any update on this?
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Jade Payton
 
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Post » Tue May 17, 2011 2:34 pm

i think the creator said they were going to be away for a while.

but just as a matter of interest there is also a half life 2 dr who mod.

perhaps they could be some collaberation and conversion?

http://forums.facepunchstudios.com/showthread.php?t=559027
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N Only WhiTe girl
 
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Post » Tue May 17, 2011 9:21 am

The main challenge in the dalek would be the blaster, eyestalk and the modeling its self. As creatures go it'd be by far one of the easiest to make as it is very limited in terms of movement and 'glides' above the ground requiring no resting, running, walking, sitting or standing movements.

Also, I'm glad I'm not the only one who thought they'd be great here. That said I'd only go for a dalek mod if there were *serious* attention to detail in the model, voice and behaviour. You don't make a sloppy dalek mod and get away with it.


If you want to mod in a Dalek, you will need a reference for getting the skin right.

To get that, take a plank of plywood, glue some LEGGS pantyhose containers to it, and spray paint it silver :D (I once built a Dalek costume for halloween for my brother..I, of course..went as Tom Baker..humongous scarf and all)

Seriously though..anyone else find it just hilarious the stuff they used to make creatures and weapons back in the 70s?
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Noely Ulloa
 
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Post » Tue May 17, 2011 6:34 am

My mate Tront has made some nifty models including a Dalek & and Tardis, which I used in an ET:QW map. Feel free to use them:

http://tront.co.uk/plugins/dallery_menu/
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Alexandra Ryan
 
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Post » Tue May 17, 2011 3:38 am

Well, Fallout and Dr. Who go way back. To the very first game, really. That random encounter with the vault dweller and the TARDIS, and the TARDIS disappears. I'd love to see someone make a functioning TARDIS. Maybe not through time, but a teleportation device that didn't eat up time would be nice(Unlike fast travel). So while you're making Daleks... maybe you should make some Cybermen too! Only question there becomes whether you use the new cybermen from 2005+ or the ones from the old Doctor Who.

Really though, those Daleks are looking good! I wish I had that talent with modeling.
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pinar
 
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Post » Tue May 17, 2011 6:15 am

Aaaaaaand I'm back. I needed that holiday...

Okay, so the project hasn't moved on since I left, though that's not to say you've seen its current state as it has moved on since I last posted. Dalek Worf, my name for it, is looking great and I'm hoping to move on to making rudimentary attempts at getting the model rigged in-game. A few clarifications here too:

I don't intend to include much other detail from the Whoniverse, this is a dalek mod and I doubt I could do the others justice, on top of which a cheat tool like the sonic screwdriver would really spoil the game. The dalek, I feel, will work best as an unknown, and ultimately unexplained horror from the stars. (Ed - How lovecraftian...) The other models that will be involved are the SWD (dead) a smashed dalek and a crashed saucer with no doctor, no cybermen, no master and no Davros. This is Fallout, you are an ignorant vault dweller after all. Whilst I agree that cybermen would be fairly cool I can't think of a way they'd fit in in any respectable manner. Actually, my current ideas simply revolve around a couple of extra characters and the challenge of taking this one unit down. It's good to see people are enthusiastic for it too, though it will take a back seat to my last year of university as I've got a dissertation to finish.

Anyway, expect more updates soon as I've just slept off the jet-lag.
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Ownie Zuliana
 
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Post » Tue May 17, 2011 11:50 am

Awesome... glad to see that your back Liz
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Paula Rose
 
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Post » Tue May 17, 2011 9:27 am

cool stuff, look forward to it
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Mark
 
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Post » Tue May 17, 2011 1:09 pm

Aaaaaaand I'm back. I needed that holiday...

Okay, so the project hasn't moved on since I left, though that's not to say you've seen its current state as it has moved on since I last posted. Dalek Worf, my name for it, is looking great and I'm hoping to move on to making rudimentary attempts at getting the model rigged in-game. A few clarifications here too:

I don't intend to include much other detail from the Whoniverse, this is a dalek mod and I doubt I could do the others justice, on top of which a cheat tool like the sonic screwdriver would really spoil the game. The dalek, I feel, will work best as an unknown, and ultimately unexplained horror from the stars. (Ed - How lovecraftian...) The other models that will be involved are the SWD (dead) a smashed dalek and a crashed saucer with no doctor, no cybermen, no master and no Davros. This is Fallout, you are an ignorant vault dweller after all. Whilst I agree that cybermen would be fairly cool I can't think of a way they'd fit in in any respectable manner. Actually, my current ideas simply revolve around a couple of extra characters and the challenge of taking this one unit down. It's good to see people are enthusiastic for it too, though it will take a back seat to my last year of university as I've got a dissertation to finish.

Anyway, expect more updates soon as I've just slept off the jet-lag.


It's a shame to hear the Special Weapons Dalek will just be a dead husk, would be great to fight it.

I gather the reason is that you only want one or two nearly-indestructible Daleks. It's true that in the new series the Daleks have been portayed as nearly indestructible... but then most of the time they've just been fired at with regular bullets, and the Daleks now have those fancy force-fields. In the old series Daleks were still relatively bullet-proof (strong armour rather than forcefields), but were blown up with bombs and anti-tank rockets. And in the season finale of the first season of the new series several Daleks were blown to smithereens by energy beam weapons.

So in terms of toughness, I reckon a Dalek in the Fallout universe would be about as tough as a Supermutant Behemoth, but with a far lower movement speed, and the added difficulty of being a much smaller target and having a deadly ranged attack rather than only melee/unarmed attacks.

I think that rather than just one Dalek, I'd love to see a squad of four daleks... three regular, and one Special Weapons Dalek (twice as tough, with a slow-firing weapon twice as powerful and with the additional danger of having a blast radius/explosion).

What might be interesting is if rather than staying together as a squad (could just hammer them all simultaniously with Fat Man mininukes), they could emerge from the crashed saucer and then split up and go in several different directions across the Wasteland. Imagine... one heads to Megaton, another to the Citadel... Those mini nukes, alien blaster, nuka grenades and bottlecap mines will really come in handy now!
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clelia vega
 
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Post » Tue May 17, 2011 12:00 pm

OPne warning do it wrong and you can bet the whoniverse fans will be round your virtual back yard to EX-TER-MIN-ATE you
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Lewis Morel
 
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Post » Tue May 17, 2011 3:24 am

Doubtful. this is just a free mod of a game. :) If Bethesda had actually included Daleks in Fallout 3 and gotten them "wrong" somehow, rather more likely. ;)
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Killer McCracken
 
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Post » Tue May 17, 2011 9:44 am

Hey, a working Dalek mod would be pretty sweet, even if it's not perfect. I may be new to Dr Who, but I know these things are pretty much impossible to kill. So, if one could find a way to make them immune to most attacks, aside from energy based ones(that would be nice, as it would imply you aren't killing them, just disabling the suit for a while), and Pulse weapons. But even some things have chances to work on them, like a fat man, due to the fact it could crack it with the amount of force, or maybe knock it over, which seems to leave them semi-helpless for a while. But not a high chance. Heck, it would make sense that ANY knockback effect could place them on their side, thus disabling them for a little while(just make it a paralyze effect that activates when they are knocked over, and only when they are just knocked over, so they don't get stuck on the ground), and high amounts of damage could crack them/knock them down for a bit.

Anyway, that was my 2 cents(+500% interest), best of luck making them.
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Etta Hargrave
 
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Post » Tue May 17, 2011 11:45 am

Speaking of Doctor Who... I found this Doctor Who http://au.youtube.com/watch?v=0s95Mm0cFqg that all whovians just love! *cough cough* truth hurts :P *runs away and hides*
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 3:09 pm

Hey, a working Dalek mod would be pretty sweet, even if it's not perfect. I may be new to Dr Who, but I know these things are pretty much impossible to kill. So, if one could find a way to make them immune to most attacks, aside from energy based ones(that would be nice, as it would imply you aren't killing them, just disabling the suit for a while), and Pulse weapons. But even some things have chances to work on them, like a fat man, due to the fact it could crack it with the amount of force, or maybe knock it over, which seems to leave them semi-helpless for a while. But not a high chance. Heck, it would make sense that ANY knockback effect could place them on their side, thus disabling them for a little while(just make it a paralyze effect that activates when they are knocked over, and only when they are just knocked over, so they don't get stuck on the ground), and high amounts of damage could crack them/knock them down for a bit.

Anyway, that was my 2 cents(+500% interest), best of luck making them.
Daleks can disolve small fast traveling objects, large slow moving objects, burn organic matter before it even gets close and dissipate energy weapons. They have one weak point, the eyestalk, therefor I'd say for my money only a very lucky hit to the eyepiece with a modified missile launcher or fatboy could take it out. The whole 'knocking it over' thing very much went away with their levitation in the 80s. (Turned outright flying in the modern series) I think it'd be a nice surprise for any player who turned up with the alien weapon or similar expecting to take it down...

...also, daleks can kill you in a split second, one shot death. Immense luck or diversions will be needed to lure its fire, and as sneaking up on a dalek is about as easy as french-kissing great Cthulhu you'll probably need the latter. This will be hard no matter what level you are. Glad to see you're enthusiastic about it and welcome to the Who nerd collective! The other poster is right too, whovians are notoriously hard (if not impossible) to please. I've spent copious amounts of time with people who really know their thing working to perfect this dalek visually and aurally.

[Also, the Chaser's War rocks and more people should watch the first two series']
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Harry Leon
 
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Post » Tue May 17, 2011 12:42 am

heheh i love the Chasers
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Kelsey Anna Farley
 
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Post » Tue May 17, 2011 7:25 am

New era daleks and there "imortality" in the Fallout universe MY take on it

Small arms (Pistols Shotty's etc) Imune the shield stops the Eye stalk trick

Nades, its you or your nade

Mines, Same as above if a single Dalek is shoting a mine it is not hitting you

misiles, mines and one of these would hurt but not destroy em, they have to get into range of you and they have to blast each mine seperately

Mini Nukes, Pwnage come on 100,000 degrees at epicentre of blast would even pwn dalekenium
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James Wilson
 
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Post » Tue May 17, 2011 4:04 pm

Grenades wouldn't strike me as particularly effective, they have a hard enough time taking out the canon armoured characters and robots. A grenade can do a respectable job of ripping off a fridge door but it's mostly a shrapnel device designed to be effective against humans. Mines would be utterly pointless against a creature that doesn't even touch the ground most of the time in combat, (see also how Mr Handy/Gutsy is able to hover over mines without setting them off) and even if it did I doubt it's something that'd phase a dalek much.

'Hurt but not destroy' is a difficult area to get in to as Daleks are fully capable of restoring physical damage of any variety, so for me it's kill them or don't. (See Dalek) As far as fat boys go there are several issues:
1 - A dalek could debatably survive 100,000 degree heat, after all they can survive being hit with electrical currents enough to power an entire city (See Dalek), as well as surviving in the vacuum of space (Bad Wolf/Parting of Ways) and the two or three that survived the supernova-like explosion the Doctor used to end the time war.
2 - It's not even a matter of that really, Daleks can disolve any physical item as long as they have time which is why you stand a better chance of hitting them if you concentrate fire on them until one bullet manages to get through. Fatboys are *very* slow moving projectiles and I can't see an unmodified fatboy even getting a chance to go off, and that's if the dalek didn't sense a thermonuclear device and shoot you down before you could even get close.

As for the suggestion of distracting them with mines/other things to shoot at, the daleks aren't stupid. Even the grunt units are supra-geniuses by human standards and would not likely 'fly in to a rage'. It's an interesting suggestion but I've yet to see one dalek get angry to the point of reckless endangerment. Davros? Sure, that was the gambit in Remembrance of the Daleks but Davros is not Dalek, Davros is an inferior species known as a Kaled. This, ultimately, is why the 'renegade' Daleks were shown to have won the day despite inferior technology.

Every decision I'm making I'm trying to keep their vunerabilities and strengths canon. For example:
- Energy weapons are clearly demonstrated to be useless against them in Army of Ghosts/Doomsday
- Projectile weapons, even futuristic ones and not the antique rusty crap you're making do with in Fallout stand a billion to one chance of hitting. (See Remembrance of the Daleks, Dalek, Bad Wolf/Parting of Ways, Army of Ghosts, etc.)
- Lucky rocket launcher hits taking them down/intense fire focus on the eyepiece (See Remembrance of the Daleks, Bad Wolf/Parting of Ways)

There is a third way however that could be to allow the player to take the Dalek gun from the destroyed soldier unit. The real challenge would be, however, getting it to work and then surviving the fact that every faction on earth would then tear you apart to get their hands on it. A powerful tool has to have balances, and I feel that, say, the upgrades introduced to either the fatboy or the rocket launcer would render the weapon almost irreparable after one firing, I'm not about to introduce a god item to the game.

The same goes for all the dalek technology actually, which is why I feel it'd be interesting to let the player choose a side they wished to risk giving insanely powerful technology to or destroying every trace of the Daleks so that not even the player could use them. Sure, the Brotherhood, the Outcasts... they can be friendly enough if you're on their right side and they talk a good talk but would that stay the same if you showed them a piece of technology that could give them enough power, if they were able to replicate and learn from it, to dominate the entire earth? That is also one of the reasons I won't be including the doctor or other elements, save that I really don't think I could ever do the doctor himself justice. Remember that the doctor is all about the actor, I can't exactly call Mccoy, Tennant or the likes down to participate. Ultimately, if I included someone like the Doctor it would take away from the fear the dalek could inflict and raise the question of why the Doctor couldn't do it himself.

Felt I should explain my reasoning to y'all here as you're coming up with some great suggestions and I feel like I'm shooting them down too much. The community enthusiasm and help so far has been impressive so I don't want to give the wrong impression.
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Keeley Stevens
 
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Post » Tue May 17, 2011 3:42 pm

Just seeing them in game will be awesome.
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Antony Holdsworth
 
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Post » Tue May 17, 2011 3:43 am

Okay, fixed some holes, fixed some textures, worked on the finish, corrected the limbs, joints and gunboxes, fixed the neck rings, lamps and slats. The next part is one I'll need help with, making a convincing glowing light texture for both the scope and the eyedomes. Now, I know that Movie Daleks didn't have the scope light that modern daleks do but honestly I prefer it so I'll be including it.

http://img511.imageshack.us/img511/2117/daleksbx3.png
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Amy Gibson
 
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Post » Tue May 17, 2011 2:30 am

yeah i perfer the light as wel.
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sam westover
 
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Post » Tue May 17, 2011 9:27 am

OP here.
Liz what are you thinking of setting the dalek weapon as?
I just saw the mod flesh burning plasma weapons and that would be kinda cool to use.
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Amy Siebenhaar
 
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Post » Tue May 17, 2011 1:39 pm

Y'know I was thinking exactly the same thing when I saw it. I'm going to have to speak to the creator of that mod.
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Add Me
 
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Post » Tue May 17, 2011 12:28 pm

Y'know I was thinking exactly the same thing when I saw it. I'm going to have to speak to the creator of that mod.


Nods in agreement
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Elina
 
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Post » Tue May 17, 2011 11:38 am

Has anyone managed to implemenet enemies on this scale yet? I know next to nothing about the whole rigging system.
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Nany Smith
 
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Post » Tue May 17, 2011 8:34 am

This mod looks great! So will you have a small party of daleks simply roaming the wastes then? Our a quest behind them?
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Laura Elizabeth
 
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