[WIP/BETA] Vault 64 v2

Post » Fri Feb 05, 2010 1:45 am

Since I am currently out of work, if you need a tester with a lot of time on their hands I can work on it. I do like the pictures you've got up. It's going to be an amazing mod when it's done!
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steve brewin
 
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Post » Fri Feb 05, 2010 3:20 am

Here is a video of the scripted explosion sequence.
Link to YouTube video: The explosion!
http://www.youtube.com/watch?v=MYkHC2fOFPo

Since its YouTube, they really chop the quality, so I am sorry about that. Enjoy!


awesome job!!
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Doniesha World
 
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Post » Fri Feb 05, 2010 4:52 am

@bestliutr
1. I will be placing 'barrels' near the entrance along with other construction stuff. It can be assumed that these will be blowing up causing the extra explosions.
2. A vault would not have a paved parking lot for a construction zone. They might lay down gravel for parking but that would have sublimated long ago.
3. Robot control terminal? I don't have one yet. But, the preferences terminal will allow you to control each and every robot in the facility.
4. Its not a swimming pool. Its the water filtration holding tank. It just makes a good swiming pool. It will be filtered again before being used from the tank in case somebody has an accident in the pool. :)
5. I had thought about this, but decided it would be an incredible amount of work for a very short lived experience. So, its the way it is. Lights would take very little power compared to most equipment, so a small thermal generator would have no problem with keeping the lights on. Vaults usually had at least two power generation systems.
6. The chips where dumped there for testing since this is a Beta. You will have to search for them when the mod is done.
7. I had not planned on it. But I had planned on making a container you can put stuff in and it would 'vanish' when you push a button. I guess I could make it bigger for other 'stuff' too.
8. The repair android will get a retextured outfit. It will be black and white. Its not 'Laura' in any way. And all the androids will have the 'same' face and odd 'big' hair.


The next BETA v010 will probably be ready on saturday, so stay tuned if you are interested at that time. I will accept a PM request when I say its about ready.

I also wish YouTube did not pixelate the video so much. You can barely see any of the details.
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Luna Lovegood
 
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Post » Thu Feb 04, 2010 9:31 pm

Wow this looks absolutely amazing. :D
I wish I had the computer version of F3. :P
When I get it for the comp. I'll make sure to dl this.
Keep up the great work! ^_^
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Matt Bigelow
 
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Post » Thu Feb 04, 2010 9:26 pm

Simple solution for most of your 'problems', Willie, since they are immersion issues rather than technical...

Put a few desks with some terminals, and a few wall terminals, with a 'BBS' system on it with Vault Announcements, like:

"We are temporarily shutting down the main reactor to fix a small problem with the rods. During this time, the vault's backup geo-thermal generator will be powering the lights, doors and computer systems. Please refrain from using unneeded electrical appliances during this time." -Chief Engineer.

"ATTENTION: The filtration pool may be a relaxing, dual-purposed recreation and sanitation area, and yes, it may be re-filtered and re-cycled after the water leaves the pool, but still, please refrain from peeing in the pool. The thought of drinking afterward is revolting. -Morale Officer.

"Please refrain from asking the robots to perform menial labor tasks or I will be forced to remove their voice recognition units and remove their brains from the network. Thank you." -Chief RobCo Engineer.
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Kat Stewart
 
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Post » Fri Feb 05, 2010 12:26 pm

I don't know how this happened, but one of the times I was fighting in the Zombie Fight 2072 simulation all the ghouls favored a single spawn point. After roughly twenty straight ghouls spawned at one spawn point I changed positions hoping that might stop it. However that didn't effect anything, about another twenty spawned at only the one spawn point. If I left them there without attacking it didn't stop either, they just started to collect at that position. And on a later load it happened again, except this time I took pictures:

http://img29.imageshack.us/img29/6932/screenshot14f.png
http://img683.imageshack.us/img683/384/screenshot16l.png

I believe there is a small gap in the ceiling near TreeDead03 in the southwestern corner of the Zombie Fight 2072 simulation. Example:

http://img23.imageshack.us/img23/8715/screenshot15fz.png

I think there is also a gap in the ceiling of the simulation near the streetlight and V64ArenaMark6REF at the northern wall.

On the Spectator's Balcony in the Zombie Fight 2072 simulation there is a pipe that runs along it, however this pipe stops at VGalleyEndL01 and VGalleyEndR01 and at it's end I can see right through it. Example:

http://img197.imageshack.us/img197/3848/screenshot17a.png
http://img38.imageshack.us/img38/2257/screenshot18yk.png

I hope you all have a Merry Christmas.
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Roy Harris
 
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Post » Fri Feb 05, 2010 8:37 am

@Kinguin
They are not spawning there. There is no spawn point there.
But, they could be travelling there from their spawn points. I am using default vanilla AI Packages on the creatures so I would say that is just a game hicup. I have not witnessed this behavior, but then the zombies do not usually last long enough to congregate. Where you using the console to enter commands? Doing things out of sequence can cause problems in the Arena.

Got the gaps in the ceiling. :thumbsup:

That pipe in the galley room pieces is part of the vanilla game. Look at any vault atrium and you will see the same thing. I do have a 'fix' for it though. :thumbsup:

@Elanthil01
The vault was under construction when the bombs fell. There were a few engineers in the place that fateful saturday morning because their life is their work, they have no 'life'. So, they were trapped in the vault until they died. They also created some fabulous machines and they also, being vindictive, shut things down and hid components before they died. So, the messages would need to come from that point of view. I had planned on putting in 'messages' to computers around the complex.

@John Doe
I am hoping it will be a 'fun' distraction from the wasteland for a little while.


UPDATE:
I have the invading raiders start at the tunnel entrance now. They then move into the entrance area and wander around. Its a good effect! I need to add Enclave, slavers and creatures now.
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Verity Hurding
 
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Post » Fri Feb 05, 2010 10:32 am

I would still like to participate in the next beta, when you release it.
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Ellie English
 
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Post » Fri Feb 05, 2010 12:59 am

@Kinguin
They are not spawning there. There is no spawn point there.
But, they could be travelling there from their spawn points. I am using default vanilla AI Packages on the creatures so I would say that is just a game hicup. I have not witnessed this behavior, but then the zombies do not usually last long enough to congregate. Where you using the console to enter commands? Doing things out of sequence can cause problems in the Arena.

Actually this is occurring quite consistently now. The first time I fight in the simulation everything works fine. However if I load a previous save and fight in the simulation every ghoul gets placed at the position I took a picture of. Also every save I load after that has the same problem. If I exit to main menu then load a save it doesn't fix it either, only when I exit Fallout 3 and then start it again does it start to act normal. Although then, like mentioned before it acts normal for one save only then the problem returns. I used no console commands when I tested it this time.
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Mario Alcantar
 
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Post » Fri Feb 05, 2010 4:26 am

It sounds like a game problem if it only happens on saving and loading. It sounds like the game is 'loosing' the whole nav-mesh...
But, just in case, I optimized, found cover edges and re-finalized the NavMesh. In the next beta, see if that fixes it or not.

I have a test run through to make and then hopefully I will get the Beta put together and uploaded here in the next couple of hours. :)

UPDATE:
Beta V010 is ready! Are you?
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Ally Chimienti
 
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Post » Fri Feb 05, 2010 3:43 am

I AM !
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dean Cutler
 
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Post » Fri Feb 05, 2010 6:34 am

Beta V010 is ready! Are you?

I know this is a little late, sorry about that. I can test the beta if you want, although in the future do you prefer if I request it through a message or I post in this topic? Thank you for allowing me to test the last two versions of your mod.
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Vivien
 
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Post » Fri Feb 05, 2010 12:32 pm

although in the future do you prefer if I request it through a message or I post in this topic?

I prefer a PM so the thread does not get cluttered with requests. But I would prefer bug reports in this thread so the other testers can see whats going on. :thumbsup:

And now, a screenshot:
http://i97.photobucket.com/albums/l237/WillieSea/Vault064/V64Screen34.jpg
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Natalie Harvey
 
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Post » Fri Feb 05, 2010 12:43 pm

Where's the briefcase in the Statesman hotel? It's supposed to be in a room where senators meet, but i can't find anything like that on the first floor, i've also gone through the entire statesman hotel, the mid levels and the restaurant but couldn't find it there either.

EDIT: nevermind, i found it in the restaurant
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Rachel Eloise Getoutofmyface
 
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Post » Fri Feb 05, 2010 6:40 am

Check the West Alfresco Lounge area.

I had that in there at one time, but it must have been lost from V1 to V2 of the mod. I will get that put back in.
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Rachie Stout
 
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Post » Fri Feb 05, 2010 2:06 am

So far, so good. The vault looks really good, you really surpassed my expectations. I just wanted to notify you that your readme seems to be incomplete, it ends with "QUEST:" as if there is supposed to still be a description of other functions in the vault.

i also noticed some tiny bugs, i can't sit in the chair in the overseer's office and the display closet with glass windows in the far right corner from the overseer's chair doesn't open.
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laila hassan
 
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Post » Thu Feb 04, 2010 10:33 pm

The alarm switch in the atrium near the training room door is not activating properly. V64AlarmSwitchOff's enable state is set to the opposite of its enable parent while V64AlarmSwitchOn isn't.

The hand dryers play a sound when I activate them, which isn't a problem except that I can play the sound over and over again even if the sound is already playing. So I can have the sound going off ten times at once. It actually doesn't sound bad, so it isn't a big problem. I just thought I should probably let you know.

There is crate in Vault 64's Entrance cell that has another crate coming up through it. Example: http://img10.imageshack.us/img10/9117/screenshot19d.png
Is this intentional? This crate was near the unfinished tunnel, I was facing southeast and towards Vault 64's gear door when I saw it. If you want I can try to get a better picture of it.
It isn't really an issue, but it looks like the moveable static object VaultGConsolPanel03 next to the terminal V64MaterMapMarkerTerm in the Materialization room is having a slight clipping problem.

Not a big problem, but I am still seeing the above issue in this version of Vault 64.

The door leading to the security section past the karma detector seems to be stuck open in my current save.
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Alexx Peace
 
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Post » Fri Feb 05, 2010 3:48 am

@s0meguy
1. The readme is 'ready' for the next quest description. The readme is a beta as well. :lmao:
2. The overseer chair has a problem with the desk that opens to the tunnel below. The vanilla game vaults are the same way. The display case is an object that was never used in the game, so it really is not set up to work. But I like it so I am using it. I will eventually put a script on it. The S.P.E.C.I.A.L. enhancement chips will be in that case.

@Kinguin
1. Those pesky alarms! :thumbsup:
2. Oops! Yeah, I need to put a timer on the hand dryers. :thumbsup:
3. Oh, a clipping crate! I will find it and get rid of it. I was moving crates around and I must have missed one. :thumbsup:
4. Oh, I thought I got that one. It must be a different one, I will check again.
5. The automatic doors in your version are still a bit buggy. Especially if there is a 'corpse' or 'item' in the trigger zone. The next version has this fixed already. All the auto-doors will suffer this problem. To test it, you can drop a weapon near the door and it will stay opened while the gun is there.

UPDATE
I have been busy today. The toilets now have a little blinking red light on them and when you get close then move away from the toilets, they will flush. The sinks now pour water when you drink from them. The invaders have been fixed to be enemies to you and each other. The security monitor screens now have 'static' between camera views. The big power breakers now have messages if you click them before they can be turned on. The shower in the pool room will now not turn on until you actually start the water pumps, not just when the power has been turned on. The fans in the reactor room now activate as they should. Thats just to name a few things I have found and fixed. :thumbsup:

EDIT:
#4. I don't see any clipping, I fixed that from last time. :shrug:
EDIT2: Ok, I see it now. I had to turn all lights off to catch it. :)
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Ladymorphine
 
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Post » Fri Feb 05, 2010 12:42 am

Cool, im looking forward to new versions. There's too much to list about what i like about the vault. Maybe you can move the overseer's chair back a bit so that it becomes functional? Maybe you can make it more dark when you first get into the atrium, and make one of the switches in the overseer's office switch the light in the atrium on/off, and maybe another one can control the fountain. Your vault is only a few rooms away from being a nice and immersive player home. So in that light I'm especially looking forward to basic things like a master bedroom (maybe you can make it a simulation where the player goes to some kind of tropical peaceful island with a bed on it among other things, kind of like a dream world if you will) and the clinic (maybe you can have a hot nurse there instead of one of those boring "My First Infirmary" :P). I like how you're supposed to get the various functions of the vault back online. The quests to do so are simple, but still, it adds to the immersion.
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Imy Davies
 
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Post » Fri Feb 05, 2010 1:41 pm

Ok, downloading as I write this. Rapidshare and I tend to 'go in circles' at least once a month for some reason. As soon as I have it DL'd I'll install and start looking around. Talk to you later.
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Ilona Neumann
 
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Post » Fri Feb 05, 2010 8:55 am

not much things I can really report, you've done great williesea
Love the menu in the dinner,and I see the cash register change.
the fountain looks really pretty.
I also jumped over the fence in the air filtration room and was stuck there,hope you can do something about it.


I know it's possible to edit the player's face in game, is it also possible to edit andorid's face in the vault? I think that'll be cool.
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Anthony Diaz
 
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Post » Fri Feb 05, 2010 10:53 am

I have been busy today. The toilets now have a little blinking red light on them and when you get close then move away from the toilets, they will flush. The sinks now pour water when you drink from them. The invaders have been fixed to be enemies to you and each other. The security monitor screens now have 'static' between camera views. The big power breakers now have messages if you click them before they can be turned on. The shower in the pool room will now not turn on until you actually start the water pumps, not just when the power has been turned on. The fans in the reactor room now activate as they should. Thats just to name a few things I have found and fixed. :thumbsup:


I don't know why I am so excited about flushing toilets, but :clap: Wee!! Glad to see the sinks will pour water as well!

Now all I want to see in the future (not a request, I just mean in my game as a resource or in a mod) is a sink that you can actually put a dish into and it doesn't float where the faucet is :rofl:
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Nitol Ahmed
 
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Post » Fri Feb 05, 2010 2:25 am

@s0meguy
1. I will ponder the overseer chair. I really want it closer into the desk. If it goes back to far, it gets in the way of the computer terminal.
2. I might do something with the lighting, but as I said before, that would be a huge effort for very little payback. For the first 10 minutes you are in the mod its dark, you turn the lights on and its never off again.
3. The fountain will be on when you get the water pumps running. Otherwise, it will be off and empty. This is already done.
4. I have had problems with mysterious LOD trees from nowhere when I made an exterior location before. We shall see about an island.
5. Hot Nurse? People complain when all I put in are female NPC's. I may make male and female versions in some places, and allow the player to choose which they want of each android type. And it will 'not' contain a 'My first infirmary', you have my word. You will have to talk to the doctor/nurse about healing and pay for it.

@ThePhoenyx
I will probably start using SendSpace for the beta files. :shrug:

@bestliutr
1. The cash register still needs the 'keys' labled.
2. Another fence jumper, eh? I will probably replace the gridwork with the glass panels from project purity.
3. I do not think there is a way to 'in-game' adjust NPC faces. Why, do you think they are 'ugly'? I used an existing NPC for the base face and just colored it differently.

@Miss Sparkle
You should have heard me when I was getting the bathroom 'appliances' working. :lmao:
Somebody would have to adjust the collision zone of the sink so its not just a 'flat top' sink. I might be able to get that done, I know some moddellers. :)
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Justin Hankins
 
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Post » Fri Feb 05, 2010 7:59 am

Hurray! My ammo press works 'mostly' flawlessly!
You may have guessed, I have started creating the 'Manufacturing' area.

What it does is convert regular 556mm into 556mm DU ammo. The 'DU' ammo is used by the special assult rifle found in the vault.

What it does:
You deposit regular 556mm ammo into the press.
Once per hour it will convert 50 of those into the 'DU' version. It will continue converting until all the deposited 556mm ammo are converted.

Other plans will be to be able to make Portable Turrets, the Solar Scorcher and the S.P.E.C.I.A.L. Enhancement chips. (these increase your stats by 1 each as seen in the original Fallout series.)
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Isabel Ruiz
 
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Post » Fri Feb 05, 2010 10:23 am

Yay, Manufacturing Area! Now I can make all of my turrets to defend the vault. Can you make it where we don't have to put the items in to have to make the turrets, so I can just make an army of them?

I tested the vault, and its great. The explosion worked well for me, the boom was magnifacent.
I didn't know what to do with the Android control console, it just said upload and download.
I liked the restrooms and the hand dryers too. I was suprised when they turned on, lol.
Can you make the water filtration containers already open, so we don't have to open, and then close them? If not, I atleast think the water in the filtration container should look muddy and dark until you put the chip in it and reset the water.

I enjoy testing your betas, and would like to test the next one if you want me too.

Edit: I remembered something: I liked it in the v1 with the Simulator Pod part of the Overseer's escape. I liked how it was cut off from the other people, because I think you wouldn't want unauthorized personel to go in it, especially with the safety deactivated on it.
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marie breen
 
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