[WIPz/Trailer] Project Nevada

Post » Fri Feb 18, 2011 11:59 pm

May I suggest if its a tie have a [combined unarmed+melee] vs [combined unarmed + melee] check instead of both falling?

seconded. though id prefer giving unarmed more weight on the reasoning that unarmed fighters are more focused on balance and unbalancing opponents (judo, aikido, etc). and maybe make armor types (specially power armor) matter
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Quick Draw III
 
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Post » Fri Feb 18, 2011 10:05 pm

seconded. though id prefer giving unarmed more weight on the reasoning that unarmed fighters are more focused on balance and unbalancing opponents (judo, aikido, etc). and maybe make armor types (specially power armor) matter

maybe (Double Armor Weight) + unarmed
example
Power Armored non unarmed player[80 from power armor[40lbs], 15 from unarmed] VS melee raider [30 from armor[15lbs]]

the raider would need 65 unarmed to best the powerarmor which seams reasonable
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Devin Sluis
 
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Post » Sat Feb 19, 2011 1:45 am

I uploaded a short demo video of the Project Nevada control panel:

http://www.youtube.com/watch?v=GXrLHEyBRQE&hd=1

There are multiple ways of accessing it, this video shows the pause menu button.
The first menu level where it says "Project Nevada" is dialogue base, so other mod authors could add their own entries there if they wanted to. The control panel also supports custom splash images, key conflict detection between different mods (if they use the provided mechanisms) and basically the whole key assignment process is designed to be re-usable.
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Austin Suggs
 
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Post » Sat Feb 19, 2011 8:23 am

Hi, didn't mean to sound critical of the mod you're putting together, like I say FWE was a must-have mod for me with FO3, once I tried it I simply couldn't go back to the vanilla game.

You're right about the helmets and scope zoom, however tbh I'm not sure I'd use either (the scope zoom in my view could easily be unbalanced if it allows you to long range snipe every mob in the game; my perception is that the FNV combat engine is much better than the FO3 one, and you actually hit the stuff you snipe at in FNV quite easily). However, I am curious to try it out, it would certainly be quite cool zooming in and out using the mouse wheel before taking out a mob with a long-range headshot.

That dynamic cross hair though looks great - I'm itching to try that one out, it looks so damn cool compared to just iron-sights on their own.

Fwiw, the mods I currently use include: bullet time, sprint, grenade hotkey, darn + primary needs hud, the interior and quest mods I mentioned earlier, increased spawns, caliber/reload/rearm series (which add ammo and a few weapons), realistic repair, automated reloading bench, weapon mod expansion, fellout, bottled water, bartertown, a traits and perks mod, nightvision series (Gopher's mods). As you can imagine, these together do give a lot of the functionality that FWE for FO3 had and touchwood they are extremely stable on my rig.

The fact that you guys are working on even better stuff for Nevada just whets my appetite to try out your mod as soon as its ready for beta testing :-)
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Josh Sabatini
 
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Post » Sat Feb 19, 2011 7:03 am

Sweet.

This will be a hell of a great start to the New Year.


I uploaded a short demo video of the Project Nevada control panel:

http://www.youtube.com/watch?v=GXrLHEyBRQE&hd=1

There are multiple ways of accessing it, this video shows the pause menu button.
The first menu level where it says "Project Nevada" is dialogue base, so other mod authors could add their own entries there if they wanted to. The control panel also supports custom splash images, key conflict detection between different mods (if they use the provided mechanisms) and basically the whole key assignment process is designed to be re-usable.

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Chris Jones
 
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Post » Fri Feb 18, 2011 7:07 pm

What's the radar swipe thingamajigger at the top of the screen in the demo, the new combat indicator? Cool stuff.

As for the weapon zoom tricks, I get the part about checking the AP visibility, but I have no idea how to check the realFOV - I just tweak fDefaultFOV if the player doesn't have a weapon drawn, and use setweaponFOV if they do, the latter of course leading to problems if the player is using a mod added scope. I totally understand if you guys want to keep certain tricks up your sleeve until its time to release, but I promise to only use them for the forces of good.

I'm sure I'll be making a Project Nevada compatibility patch for Powered Power Armor like I did for FWE, at the very least I'd like to take advantage of that new hotkey system (iscontrol/setiscontrol are virtually worthless without it.)
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ashleigh bryden
 
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Post » Fri Feb 18, 2011 7:01 pm

What's the radar swipe thingamajigger at the top of the screen in the demo, the new combat indicator? Cool stuff.

That was the "Bullet Time Indicator" I had just enabled in the control panel when demonstrating it.

As for the weapon zoom tricks, I get the part about checking the AP visibility, but I have no idea how to check the realFOV - I just tweak fDefaultFOV if the player doesn't have a weapon drawn, and use setweaponFOV if they do, the latter of course leading to problems if the player is using a mod added scope. I totally understand if you guys want to keep certain tricks up your sleeve until its time to release, but I promise to only use them for the forces of good.

Hm, I don't really understand the problem, maybe you're trying to accomplish something different. But I can PM you some more details.
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Riky Carrasco
 
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Post » Sat Feb 19, 2011 4:07 am

svck ON THIS YOU CONSOLE PRICKS!!!
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Alexxxxxx
 
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Post » Sat Feb 19, 2011 11:30 am

My, aren't you enthusiastic.
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Tai Scott
 
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Post » Fri Feb 18, 2011 9:53 pm

svck ON THIS YOU CONSOLE PRICKS!!!


I lol'd

That made my day, especially being sick and drowsy all day. :D

The control panel is brilliant. I honestly can't wait for this mod to arrive, its up there with many mods I'm waiting for...Black Mesa Source being the top...
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Josh Dagreat
 
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Post » Sat Feb 19, 2011 2:20 am

Not bad...Not bad at all. So we go from an Action RPG to a First person shooter(Atleast that's what i see).I really enjoyed FWE for FO3,But not sure about the style of this.
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Bellismydesi
 
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Post » Sat Feb 19, 2011 5:34 am

Not bad...Not bad at all. So we go from an Action RPG to a First person shooter(Atleast that's what i see).I really enjoyed FWE for FO3,But not sure about the style of this.

going by FWE, id say theyll still make it very much of an RPG where the PC's skills and level, as opposed to the player's, will matter in how well he does in game
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Lucky Girl
 
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Post » Fri Feb 18, 2011 8:41 pm

you guys are brilliant!!! if i have anymore kids i'm gonna name them all project nevada!!!
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Farrah Barry
 
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Post » Sat Feb 19, 2011 6:22 am

any sneak peak alpha ver?
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cutiecute
 
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Post » Sat Feb 19, 2011 7:02 am

One of my fav mod return, yea!
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Kirsty Collins
 
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Post » Fri Feb 18, 2011 8:05 pm

going by FWE, id say theyll still make it very much of an RPG where the PC's skills and level, as opposed to the player's, will matter in how well he does in game

Fallout with FWE installed, and Vegas with Nevada remind me System Shock 2. So we talk about RPG-Shooter, or something very similar

@ thirt33n
you guys are brilliant!!! if i have anymore kids i'm gonna name them all project nevada!!!

ROFL.
Only good looking please (almost ©) :)
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Emerald Dreams
 
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Post » Fri Feb 18, 2011 7:55 pm

Certainly some fun sounding stuff --- extremely glad to see that you're taking the time to add so many optional aspects and/or the ability to configure things. So many mods have one or two aspects that I really like and want, but either go way too far with it, or else add a bunch of other features that are well outside of what I'd like.

Looking forward to it!
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Kelsey Hall
 
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Post » Sat Feb 19, 2011 3:55 am

Certainly some fun sounding stuff --- extremely glad to see that you're taking the time to add so many optional aspects and/or the ability to configure things. So many mods have one or two aspects that I really like and want, but either go way too far with it, or else add a bunch of other features that are well outside of what I'd like.

Looking forward to it!


I might be responsible for some of this comment. Sorry about that!
One thing to keep in mind is that After Project Nevada is released ill strongly suggest the realism module over HAM-Basics. Ill update HAM around Project Nevada and place all conflicting modules in the older version category. So the only things I will bring to the table with HAM will be 100% Project Nevada compatible/optional modules.
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Lovingly
 
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Post » Sat Feb 19, 2011 9:09 am

I might be responsible for some of this comment. Sorry about that!

Eh... that complaint of mine goes back quite a ways, and does include a wide variety of mods of all sorts. I actually tought myself FO3Edit originally just so that I could "remove" unwanted parts of different mods.

As far as relating to your work specifically... I really don't pay too much attention to most of HAM, simply because for a lot of the basic tweaks, I have my own versions of things. I confess that IWS was on my mind when I read that however - as I find myself desperate for something to 1) randomly increase the number of spawns at any given spawn point, 2) add some additional spawn points, 3) most importantly, randomize WHAT spawns at some of the spawn points that don't need to be specific... but IWS goes substantially farther on #1 and #2 than I'd ever want - enough that it automatically gets ruled out as a useable mod for me. (Mind you, I know many/most others want it just the way you're doing it, so this isn't -blame-, just frustration)

...and now I'm wayyyyy off topic...
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Stephanie Nieves
 
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Post » Sat Feb 19, 2011 9:00 am

I love to see people that are really good in something doing that thing. Let alone great mods for Fallout... I just have a single suggestion. I suggest FWE Team develop the next Fallout =)

Great work guys, waiting patiently.
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Emmi Coolahan
 
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Post » Sat Feb 19, 2011 9:14 am

Impressive as always :goodjob: But is "Project Nevada" a WIP name or the final one?
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kristy dunn
 
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Post » Sat Feb 19, 2011 7:12 am

Yall kat's made my day my song is moving up on reverbnation and the FWE team is going to release the mod hopfully soon cause i need this mod on the quick please let me soon and the trailer is killing it already using fook right now but when "Project Nevada" show's up i will start a new game. I been checking to see if you kats where doing for new vegas.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 8:39 am

Impressive as always :goodjob: But is "Project Nevada" a WIP name or the final one?


Final FWE isnt the product name, just A name. so yea
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Julie Ann
 
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Post » Sat Feb 19, 2011 10:59 am

Fallout with FWE installed, and Vegas with Nevada remind me System Shock 2. So we talk about RPG-Shooter, or something very similar

@ thirt33n

ROFL.
Only good looking please (almost ©) :)


lol make it one of the Catchphrases or testimonials on the front page on release!
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Kayleigh Mcneil
 
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Post » Sat Feb 19, 2011 3:16 am

I've never played System Shock 2 sadly, XP has never been to friendly with it. I'd say the crosshair alone allows it to function as a FPS more so than before, as it truly allows for a sense of where your bullets are going.

And all the the while I don't think it takes away from the RPG elements at all, I believe it simply enhances the FPS elements, if you get what I'm saying.
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Add Me
 
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