[WIP] Vault 64 v2

Post » Wed Dec 30, 2009 5:11 pm

Vault 64
Version 2
by WillieSea

Link to Thread 1:
http://www.gamesas.com/bgsforums/index.php?showtopic=1041118&st=0&start=0

Story
Vault 64 construction began in December of 2076 and was funded heavily by many prominent technology firms. It was to save the best engineers that society had to offer to help the restoration of the land after a war.

Land rights were donated by an individual of a wealthy company in exchange for a spot in the vault. Far to the North West of DC, construction proceeded quickly. By October of 2077, about half of the vault had been finished. Only a few individuals were present in the vault when the first bombs fell on October 23 of that year.

Many of the assigned engineers survived the initial bombs and rushed to the vault for safety. Most perished on the dangerous journey, and they were the lucky ones. Upon arriving at the vault entrance, they were dismayed at what greeted them, the entrance to the vault had collapsed!

The few lucky individuals who were already in the vault could do nothing to help their friends stuck outside. The war started on a Saturday and even the construction workers were at home with their families.

Those in the vault hacked into the Vault-Tec vault communication lines and learned about the devastation in the outside world and decided to remain in the vault where it was safe, where they could continue their work unhindered. They lived out their lives and constructed a few unusual technological devices. But eventually, the vault became their tomb. A monument to technology.

The vault was quickly forgotten about and was never on any of the official Vault documents since it was never completed.

Location:
North West of The Republic of Dave in the side of a mountain.

Completed Features:
-Exterior location
-Quest to gain entrance to vault
-Entrance level with Detention Center and Conference Room
-Settings terminal to set your own preferences in the mod
-Storage room with auto sorters
-Materialization and Teleportation room
-Skill Training computers
-Simulation Pod room
-Simulation: Zombie Fight 2072
-Fish tank
-Lamps you can turn on and off
-Collector mugs
-Reactor Chamber that requires startup
-Water and Air filtration room that requires startup. Filtered water can be used as a swimming pool, and has rinse-off shower
-Diner and restrooms. Jukebox that plays individual songs or loops
-Vending machines for food and drinks
-Operations room to turn Mainframe on and set currency type

Currently working on:
-Compact layout - Everything will be centered around the Atrium
-Atrium cluttering and scripting
-Restrooms and shower/locker room

Planned Features: (much already figured out from version 1)
-Quest to start up water pump and purifier
-Quest to start up Simulation Room
-Quest to start up Materialization Room
-Manufacturing plant for Special Items
-Trading Merchant: Androids/Robots
-Healing Merchant: Androids/Robots
-Repair Merchant: Androids/Robots
-Simulation ? Police HQ (shooting gallery)

Requested Features:
-NPC's Dialog - Not likely to happen unless somebody else does this for me.

Screen Shots:
09/20
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen01.jpg
09/26
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen02.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen03.jpg
09/27
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen04.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen05.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen06.jpg
10/01
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen08.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen09.jpg
10/02
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen10.jpg
10/13
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen11.jpg
11/08
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen13.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen14.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen15.jpg
11/15
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen16.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen17.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen19.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen18.jpg
11/28
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen20.jpg
11/29
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen21.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen22.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen23.jpg
12/02
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen25.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen24.jpg
12/05
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen26.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen27.jpg
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen28.jpg
12/12
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen30.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen29.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen31.jpg
12/20
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen32.jpg
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen33.jpg
User avatar
ruCkii
 
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Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Dec 30, 2009 9:40 pm

I am currently working on the Zombie Fight 2072 simulation game.

For my beta testers, I should have a new beta available by this weekend. I have a lot of changes to do in the zombie fight simulation to incorporate the spectator gallery.
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naome duncan
 
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Post » Wed Dec 30, 2009 3:11 pm

Sounds Interesting :)

How do I become a beta tester? I would love to contribute.

Cheers,
SCRuBSFan
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Brittany Abner
 
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Post » Wed Dec 30, 2009 1:53 pm

For my closed Beta testers, I do have some requirements.

1. You need to be honest since none of the elements from this beta test can be shared or copied for your or anyone elses mods. The Beta file is also just for you, not to be shared.

2. Beta testers need to understand that this IS a beta. That means its not complete and may cause issues with your game. So, you should never have this mod active for your 'good' save games.

3. You need to have free time to test when the Beta becomes available. You will need to 're-request' in a PM to me that you want to test any new beta versions. I will not assume because you tested once that you will want to or have time to test at a later date.

4. The ability to find bugs is necessary. This includes missing textures, missing meshes and clipping issues (where a mesh clips through other objects). Able to spot objects that are 'floating' off the floor. Furniture that does not work right or clips badly when you use it. Activators that don't seem to work correctly. You get the idea.

5. The ability to report any issues you find. I recommend you have a notepad handy when you test to write down the issues.

6. Since this is my mod, I may not implement any suggestions you make. You need to not take that personally. I will explain my reasons as best I can.

7. Take the time to read the readme file that comes with the beta. It explains a number of features as well as any things I would like you to test.
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Claudia Cook
 
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Post » Wed Dec 30, 2009 8:54 am

Whew! I just finished a massive amount of changes to the mod. I have not tested it yet, but I sure hope it all works! lol

The Battle Arena has many changes, including traps you can set off to kill packs of zombies, a healing station and an ammo crate that spawns the ammo type you select everytime a zombie is vanguished.
There is also now a Spectator Gallery where you can watch a fight between Regulators and Zombies. There are a number of bomb traps you can set up there too! There are going to be other special features up there too.

I also created the reactor level, but have not put in the 're-activate the reactors' quests yet. I had just needed a break from the arena and it was a good distraction.

So, its looking good for another beta this weekend. :woot:
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Flash
 
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Post » Wed Dec 30, 2009 4:23 pm

Well, if you ever need another tester, just ask. I have loads of free time.

I also love the arena. Especially the ability to watch fights.
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Ana
 
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Post » Wed Dec 30, 2009 10:49 am

If you would like to beta test the next version of the mod, please ask when I post a notice in this thread that the beta is ready. I would like to hear from the beta testers within a day or so, that is why I want you to ask. So I know you have time when the beta is ready. I make so many changes that an old Beta report really does not do me much good. :)

The Spectator Gallery is pretty fun! :lmao: I had a ball with the 'Place Grenade in all their Pants' trap! They all go BOOM at the same time! :rofl:

There are only a few issues that I will be working on after work tomorrow. I think the next beta will be ready on saturday sometime. Stay tuned if your interested.

I may even have the Reactor quest working by then since the simulation is going so well.

Some other things I am working on are 'random' lights for the Overseer "Vault status" panel. Its that big gold colored status panel to the right as you walk into any overseer office.
I have also made 'logo' coffee cups. I plan on doing more of them.
There is also a locked safe in the overseer office controlled by 8 toggle switches. Flip the switches in the correct combination and the safe will unlock.
I also took the pickup truck resource and made some Vault-Tec trucks outside the entrance. I also changed the wooden board entrance to be a rusted metal instead. With the mini-nuke explosion to clear the rubble, I thought the metal would hold up where the wood would have been blown up with the rocks. The entrance tunnel also got some support trusses put in.

Thats all for now.
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amhain
 
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Post » Thu Dec 31, 2009 1:01 am

saturday....sweet. i actually have the entire weekend off. havent had a whole weekend in loooooong time.

i actually had a chance to briefly take a look at your earlier version and i have to say that i do indeed like the new layout much better. :) it takes a committed artist to tear up a painting they labored on and start all over again on a new canvas.
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Fiori Pra
 
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Post » Wed Dec 30, 2009 4:46 pm

Woah Willy, you're still in [WIPz]? Oh well great things take great time. I'm glad to hear that you have decided to keep the zombie sim. Wish you the best for the mod and the real life. :)
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Lizs
 
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Post » Wed Dec 30, 2009 6:55 pm

I'm still here if you like a tester who have 1000 "advises",lol
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Josee Leach
 
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Post » Wed Dec 30, 2009 10:36 pm

saturday....sweet. i actually have the entire weekend off.
[snip]
it takes a committed artist to tear up a painting they labored on and start all over again on a new canvas.

I take it that means you want in? Ok.
The first version was just really bugging me, even if it meant re-doing all that work. I think it will be worth it.

Woah Willy, you're still in [WIPz]?

This is the WIP for version 2, I stopped work on version 1.

I'm still here if you like a tester who have 1000 "advises",lol

Ok, I will keep you on the list.

The beta will probably be ready saturday afternoon.

And here is something I was working on. This will be used in the Water filtration plant when its done.
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen20.jpg
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Lizs
 
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Post » Wed Dec 30, 2009 10:37 am

I just found this topic and would like to offer my services as a beta tester. I just started playing FO3 again when I wanted to try doing it a different way. I've got free time, well about 2-3 hours at night to play on the computer and don't mind doing the same thing again to test it. I do testing at work for the web based learning system that we use so understand how to test and report, we still don't have a proper way of doing testing there because users don't follow a standard way when breaking them :D
Anyway
1. I never share with people if I'm told not too.
2. I backup my save files before testing and if I forget then it's my fault, i will report any problems tho as if they are a bug unless you have stated it won't work with an old save.
3. I have about 2-3 hours a night to play on the computer, not all of the time can be use you beta testing this but I can put a few nights in for a release, by few I mean 5-10 night and a few weekends.
4. I can follow test procedure rules and even find bugs that the rules wouldn't find.
5. I always try to repeat the bug otherwise it was just a glitch, I always report both types and can even pull raw data to help find the issue.
6. What no fluffy bunnies, now I'm upset. I'll have to content myself putting mines in everyone's pockets. No relly I understand.
7. Reading is the easiest bit understanding is what you want and that I can do if it makes sence and if not I'll ask what you mean.
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Charleigh Anderson
 
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Post » Thu Dec 31, 2009 12:07 am

Could you explain the Skills training room a bit? I don't exactly get what it is.
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c.o.s.m.o
 
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Post » Wed Dec 30, 2009 12:36 pm

And here is something I was working on. This will be used in the Water filtration plant when its done.
http://i97.photobucket.com/albums/l237/WillieSea/V64Screen20.jpg


Dont you think that the water chip should be a bit more high rez? It kinda looks out of place with the rest of the environment.
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Marcia Renton
 
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Post » Wed Dec 30, 2009 5:11 pm

Willie, is there any set design plans for simulations? I wonder, because I'm nosy like that. And game-in-a-game type things have always appealed to me.


Don't forget the Skeeball sim!
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Clea Jamerson
 
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Post » Wed Dec 30, 2009 8:42 pm

I just found this topic and would like to offer my services as a beta tester.

Ok. Thanks!

Could you explain the Skills training room a bit? I don't exactly get what it is.

The skills training room will 'increase' your skill values up to a certain 'pre-set' amount. The default is they will only help train you up to your skill rating of 25. This would only help you if your skills are below 25. But, the 'settings and preferences terminal' can be used to change the max from 25 to either 50, 75, 100 or 250. So, its really up to you how you want to use or abuse it. Some might call it a cheat, but its not. A default level of 25 is very reasonable.

Dont you think that the water chip should be a bit more high rez? It kinda looks out of place with the rest of the environment.

No. What you are seeing is an 'extreme' close up of the chip. Look at anything in the game at this closeness and it will look worse that what I have. Its atcually very detailed at the distance you would 'see' it in the game. Look at it this way, its the 'size' of a metro ticket.

Willie, is there any set design plans for simulations? I wonder, because I'm nosy like that. And game-in-a-game type things have always appealed to me.
Don't forget the Skeeball sim!

I do not have any concrete plans at this time. I had thought about a shooting range. I am not sure what a Skeeball sim would be. :shrug:


I have some more things to work on this morning and I will try to get the new beta ready later today. Perhaps later this afternoon. :thumbsup:
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Grace Francis
 
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Post » Wed Dec 30, 2009 2:17 pm

One other thing I might beable to help with is web space. I work for a company that has tons of room and lets us use it for education reasons. I checked and putting a mod to a game that people are learning how to mod is allowed as long as it don't use stupid amounts of space and data transfer (note they don't use bandwidth). It better than rapid share and I think they is a script for protecting it with usernames & passwords.
PM if you are interested and don't worry if I don't have time to help beta a few releases you can still use the space.
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nath
 
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Post » Wed Dec 30, 2009 2:05 pm

One other thing I might beable to help with is web space.

If its easy to upload and download then I would be fine with that.

The file is currently around 45MB in size. There are usually less than 5 beta testers at any time, so that would be roughly 250MB of bandwidth.


I have been fixing some of my textures and glow maps, mainly for the water chip and the Overseer Room power display panel. I am removing the 'fake' lights from it and adding real led bulbs. And then scripting them to blink every so often. Colors are Red, Amber, Green and off.

I also added the 'utility' room doorway. With a small room to display the WIP water chip. I was making the little vacuum tubes on it glow for when its plugged in. I have not made the world model yet.
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Amie Mccubbing
 
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Post » Wed Dec 30, 2009 11:15 am

The Skeeball sim thing was just a joke. I don't know, I've never been able to look at Skeeball the same since I watched the movie Dogma. If ya'll haven't seen it, apparently, God sneaks off to play Skeeball now and then. (of course, the whole movie is really a big joke, nothing is serious)


I'm glad to hear that the mod is doing well enough, though. I plan to get this as soon as it's done, so I can play with the sims. I love sims, and after the first time with Anchorage, it just isn't the same.

Anyways...great work! This looks better and better every second I think about it. Wonderful!
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Sophh
 
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Post » Wed Dec 30, 2009 9:55 pm

I am putting the closed beta together now and should have it ready in an hour or two.

Here are some images of what I have been up to!

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen21.jpg
When the Water chip is in the holder, the tubes will glow.

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen22.jpg
The first 'In Game' game.

http://i97.photobucket.com/albums/l237/WillieSea/V64Screen23.jpg
The Toggle Switches (both on and off) when set correctly will unlock the safe.
The Power Display Wall Console will be replaced with real lights entirely. These will randomly blink Green to Amber or Amber to Red.
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X(S.a.R.a.H)X
 
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Post » Wed Dec 30, 2009 8:35 pm

Wow! That is simply gorgeous! I'm so excited for this! I'm sure you have enough testers for now but if anyone drops out on you, I'd love to help out. I'm not the grab and run type and I do not share files with anyone.
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Eduardo Rosas
 
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Post » Wed Dec 30, 2009 11:23 pm

Are the water filtration and power start quests up and running, or or they just for looks right now?
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Marcus Jordan
 
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Post » Wed Dec 30, 2009 9:28 pm

The water filtration (Utilities room) and Reactor are just for looks now. But I have placed the quest object in those rooms to give you an idea of what it will be like.

With the water filtration, you will need to find the water chips hidden in the vault and return them to the water control room.
The Reactor room has three reactors that require 6 Fuel Rods each. The fuel rods will be hidden throughout the vault as well. Each reactor will power up one of the special rooms;
1-Materialization Room
2-Simulation Pod Room
3-Water Filtration Room

I will be working on the reactor next, and then the water filtration system.

I will also be working on cluttering the Diner when I get tired of the other two tasks.

The beta upload just finished so I will be sending PM's out soon.
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Kaylee Campbell
 
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Post » Wed Dec 30, 2009 2:18 pm

Looking good Willie! :D

Love the "control room" area in the arena
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sophie
 
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Post » Wed Dec 30, 2009 9:42 am

This sounds awesome! So is the vault full of nasties or is it a ghost town/vault?
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matt
 
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