[WWH] Fallout: NV Multiplayer mod recruitment thread.

Post » Wed Aug 18, 2010 7:38 pm

Since man has looked at fallout, There was the wonder, "could fallout be CO-OP?" and I wondered that too, for many decades while scrambling through Fallout 3's code, Not a single way for it to Multiplayer, but the fallout 1, 2, 3, NV community has come together, geniuses, coders, iconners. We can get this done, and We will make a honest attempt at doing this, I'm sure you have MANY questions. But of course, I can answer them with a simple FAQ.

FAQ:

OMFG WILL LAG AFFECT IT!? -
Most Likely, but I will see if i can get a guy with a good computer to host the server.

OMFG HOW WILL VATS WORK!? -
VATS has been holding the Multiplayer community back for some time since fallout 3 was released, But rest assured. There might be a way that coders along with me, to get past the VATS issue, Like a simple workaround or anything is possibile.

OMFG WILL MODS WORK? -
Yes, and no. Depends on if the server is vanilla or not, if it isn't vanilla, the mods will be downloaded from the servers host game, to you're game.

OMFG WHAT PATCH WILL BE NEEDED FOR IT TO WORK WHEN IT DOES GET UP RUNNING? -
The latest.

WILL FOMM OR SOMETHING LIKE THAT BE NEEDED FOR IT TO WORK? -
Most likely.


If you have anymore questions, PM me.


Now on to the list of what needs in our ranks.

Coders -
Must of developed a mod before.
Must atleast have 5 months of experience.
Send a email to Germanboy1933@hotmail.com with the subject line "Coder application"

Iconners -
Must of have iconned for a mod before.
Must atleast have 5 months of experience.
Send a email to Germanboy1933@hotmail.com with the subject line "Iconner application"

Editers -
Must of worked in Fallout 3s/New Vegas GECK before.
Must atleast have 5 years of experience.
Send a email to Germanboy1933@hotmail.com with the subject line "Editer application"
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michael danso
 
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Post » Wed Aug 18, 2010 7:49 pm

Y'know, when asking people to work on a project it's traditional to provide some sort of evidence you've gotten underway on it and have the capability to complete it. Given you mention lag and vats as major stumbling blocks I can't help but think you haven't really got a solid grasp on the actual technical side of the project.
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Crystal Clarke
 
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Post » Thu Aug 19, 2010 1:34 am

Y'know, when asking people to work on a project it's traditional to provide some sort of evidence you've gotten underway on it and have the capability to complete it. Given you mention lag and vats as major stumbling blocks I can't help but think you haven't really got a solid grasp on the actual technical side of the project.


Once i get coders, iconners, etc. I will try to create a seperate client from fallout NV's client, And see if vats can be removed that way, without damaging the game, but if that can damage the game, well. We will just leave it in, and see if theres a way that could allow VATS to be used multiplayer wise.
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BEl J
 
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Post » Wed Aug 18, 2010 5:37 pm

Good luck with this - although this exact idea seems to pop up all the time, as it did for Fallout 3... and Oblivion... and Morrowind....
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Greg Swan
 
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Post » Wed Aug 18, 2010 6:21 pm

Should I include a Cover Letter when I send my Resume? :deal:
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Emily Rose
 
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Post » Thu Aug 19, 2010 1:11 am

Once i get coders, iconners, etc. I will try to create a seperate client from fallout NV's client, And see if vats can be removed that way, without damaging the game, but if that can damage the game, well. We will just leave it in, and see if theres a way that could allow VATS to be used multiplayer wise.
...you're going to write your own copy of the game engine?

E: Also, my earlier point was that VATS and lag are fairly superficial challenges compared to the actual meat of the project.
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aisha jamil
 
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Post » Thu Aug 19, 2010 3:09 am

Once i get coders, iconners, etc. I will try to create a seperate client from fallout NV's client


Wow. You really have no idea what you're trying to accomplish, do you?
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LuBiE LoU
 
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Post » Wed Aug 18, 2010 9:41 pm

Wow. You really have no idea what you're trying to accomplish, do you?


It was possible with what is the name of it... hmm, oh yes. Half Life 2.
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Misty lt
 
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Post » Wed Aug 18, 2010 2:28 pm

It was possible with what is the name of it... hmm, oh yes. Half Life 2.


But that game was also built with mutiplayer in mind and actually shipped with multiplayer gameplay.


While I wish the Op luck, projects like this have been tried since Morrowind (Which didn't have the obstacle of vats to deal with) and even after several years work they never got beyond a basic stage.


Good luck Op, but expect a lot of frustration, disappointment and a lot of starting over.

edit: I also remember your other 'project' threads
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Pete Schmitzer
 
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Post » Wed Aug 18, 2010 7:36 pm

It was possible with what is the name of it... hmm, oh yes. Half Life 2.


sweet brah
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Queen of Spades
 
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Post » Thu Aug 19, 2010 2:08 am

First of all, as mentioned before, the Source engine has multiplayer functionality built into it. The engine FO:NV uses doesn't. Trying to add it is less like just making Half-Life 2 multiplayer and more like trying to overhaul the map format. Only FO:NV doesn't give as much access to the engine as Source gives. Second of all, there are FAR to many "project leaders" on the internet as it is who have these vast, sweeping ideas for major mods that they themselves don't actually have the ability to do anything on. The VAST majority of those projects don't even get off the ground. Most of the ones that do run out of steam later on, and just crash and burn. Very few actually make it to completion, if any actually have. And most people don't want a project leader who does only that. If you want a decent team of any kind, you're going to need to do SOMETHING to show you aren't just hoping to get some fame by doing pretty much nothing while all the coders do the hardest part
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Danny Warner
 
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Post » Wed Aug 18, 2010 2:48 pm

Legit suggestions: Talk to the people who have tried doing this before you. They may be able to provide advice. Also, the New Vegas/Fallout/Oblivion engine does not expose any code-level mod support unlike Source, the closest you have is NVSE/FOSE/OBSE which is something that we have tacked on top and is completely unofficial documentation.
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Sudah mati ini Keparat
 
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