programming fo4

Post » Wed Feb 03, 2016 8:55 pm

so a long time ago, in a college far, far, away, i took c++, html, javascript, already knew basic, fortran, cobalt, unix. it has been a good 10-15 yrs since i wrote a line of code.



i was wondering, what languages are used in developing a game like fo4. what are today's standards?

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Cayal
 
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Post » Wed Feb 03, 2016 6:53 pm

C++



https://en.wikipedia.org/wiki/Creation_Engine

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Oscar Vazquez
 
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Post » Wed Feb 03, 2016 10:48 am

Almost all major PC games from the 1990's onward began their life in some form of C++.

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LuBiE LoU
 
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Post » Wed Feb 03, 2016 9:02 am

seriously? c++?? this means i have a small modicum of knowledge of how these games are made? ha ha ha! the last program i wrote in c++ was a screen touch menu for a fictional fast food restaurant, like MD's.



so now, lets translate that into fo4. all those automatic food stations we all put on the walls of our settlements.....i got an idea! lol

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Natasha Callaghan
 
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Post » Wed Feb 03, 2016 9:32 am

While the game itself may be C++, if you're thinking of making mods for Fallout4 then you're more likely to be dealing with its internal scripting language. I believe that language is still Beth's own, they didn't switch to Lua or anything like that. But with your programming experience it won't be difficult to learn.



Edit: You may want to look at the scripting section of the GECK Wiki for the previous FO3 to get an idea what it will probably be like: http://geck.gamesas.com/index.php?title=Main_Page

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Ash
 
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Post » Wed Feb 03, 2016 7:44 am

Go for it, just be aware that coding is going to require the use of a script-extender, most likely. Not sure if there is one for FO4, yet. Also, you won't be allowed to release a mod that actually alters the code of the game in any way. That would simply be written off as a hack and banned, even if it is harmless.



Not sure what access is available concerning adding new functions to existing scripts right now -- knock yourself out, and let us know if you get something working!

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Marta Wolko
 
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Post » Wed Feb 03, 2016 6:07 am

K&R C is the one true way. That GUI toy C++ is an abomination. ;)



Next door is where it's happening:



http://www.gamesas.com/forum/330-fallout-4-mods/

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Da Missz
 
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Post » Wed Feb 03, 2016 2:16 pm

Makes no difference to me...I can't code for @#$%!...

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Symone Velez
 
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Post » Wed Feb 03, 2016 4:26 pm

you wanna hear a funny, life altering event, i remember the day clearly. it was 1983, i am gradding out of HS. my last semester, senior year, i took basic and fortran on an ....apple2e?? i played games like, wizardry.....anyone remember that one? i remember making a text based BASIC programs, based on the old d&d single person adventure novels, anyone remember those? but most of all, i liked playing than coding, you know, figuring out other people's puzzles. my last day in HS, a guy, name was billy, i can go see his pic in my old yearbook, said to me, and to this day, wished i had taken his advise, "you should program more games, yours are good, not play them." i remember laughing and saying, "your puzzles are better than mine." never saw him again. kinda wonder what if? lol

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Robert Devlin
 
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Post » Wed Feb 03, 2016 7:51 am


Tell it brother! :) I have fond memories of using K&R C on the Amiga when it came out. Writing games of course, tinkering with the Copper and Blitter.






Let me guess, "Billy" turned out to be Bill Budge who went on to fame with the Pinball Construction Set. ;) More seriously, personally I'm glad I turned away from creating games and ended up doing in-house programming for various gov't departments. Paid better and was a far *far* more stable career!

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Quick Draw III
 
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Post » Wed Feb 03, 2016 1:26 pm


I think the same type of thing every time I remember the artwork I used to produce...then look at my M.A. in Education. (Except I never think "What if...?" I usually wind up thinking, "SON OF B****!!!")

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Vivien
 
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