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[WIP] Fallout13 TGstation build

Posted: Fri Jul 01, 2016 7:59 pm
by Blackjack
Hello, everybody!
My name is blackjack22, I'm from russian community.
Couple years ago, one guy, who's name Bart Nixon has attempt to create his own build, mix of spacestation13 and fallout universe.
He's were choiced TG for that.
A lot of people help him, but once upon day he dissapear.
So, I took his work and create new repository.

What intresting at this build?
1. Big desert name as "wasteland"
2. Absolutely safety Vault 113 with residents and overseer inside.
3. Raiders, enclave and other big ugly guys.
4. Vehicles (on the modified segway base) - motorcycle and buggy.
5. Caves with surprises inside.
6. Indestructible vault door, opens inside only.
7. You able to dig and bury something (or someone) at the wasteland sands.
8. PIP-boy (modified PDA)
9. NO space!
10. Some new sprites.

There is some screens:
Spoiler:
ImageImageImageImage
Surely, build is so raw and contents a lot of bugs.
But, I think, It may be a good way - to PRESENT thats build to TGstation team, because it used TG base, and nobody can't make it better, that guys from TG.
If you have interest, you can call me to PM.
P.S. Sorry for my holey English.

Re: [WIP] Fallout13 TGstation build

Posted: Fri Jul 01, 2016 8:08 pm
by John_Oxford
cyka blyat rush b p90 no stop.
On a serious note, this looks fucking amazing, im sure goof would be willing to slave away hours of his memecoding time to help develop it.

Re: [WIP] Fallout13 TGstation build

Posted: Fri Jul 01, 2016 8:11 pm
by Shadowlight213
Is it open or closed source?

Re: [WIP] Fallout13 TGstation build

Posted: Fri Jul 01, 2016 8:16 pm
by Blackjack
Yeah. That's open source. You can doing everything with that.
Here is repository: https://github.com/blackjack3186/Vault-113-Restoration.

Re: [WIP] Fallout13 TGstation build

Posted: Fri Jul 01, 2016 9:55 pm
by DemonFiren
>fallout in ss13
This requires a slightly oversized image to express my joy.
Spoiler:
Image

Re: [WIP] Fallout13 TGstation build

Posted: Fri Jul 01, 2016 10:52 pm
by Gun Hog
I would play this!

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 1:48 am
by MrEousTranger
This deserves its own dedicated ss13 rp server

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 1:51 am
by Wyzack
It will be Fallout Online, complete with griefer Russians

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 6:30 am
by Zellion
I wanna play as the enclave and make America great again.

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 6:46 am
by Saegrimr
Wyzack wrote:It will be Fallout Online, complete with griefer Russians
Nothing was better than stumbling upon the /v/ enclave, being asked complex questions about the english language to see if I was russian, and then given armor and guns to stand watch at the town entrances in case russians show up.

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 8:51 am
by paprika
The problem I have with ss13 total conversions is that they're put under some serious restrictions due to the nature of the game.

Restriction 1. Needs to be round-based.
Restriction 2. Custom assets.

If you look at Colonial Marines or Lifeweb, they're literally the same shit with a different coat of paint and some underlying var spaghetti to make their 'deeper systems' work as they do.

Making a ss13 total conversion is more of a problem with trying to find a way to break the thing that ties the entire game together, the round based ticker, as well as implement character saving and loading so when the server restarts everything isn't wiped clean (unless that's what you're going for, which is lame as hell)

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 10:54 am
by Aloraydrel
So I assume this plays on extended or just traitors?

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 11:55 am
by iamgoofball
much like darkrp, ss13 has now entered the "reskin clones" era

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 12:48 pm
by Blackjack
So, that thing is unfinished, but 80% playable.
I hope, some people from TG team will complete it.

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 12:58 pm
by Zilenan91
I think this would be cool so long as the people who code for it really put their foot down on what they want it to be so it's more focused.

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 2:49 pm
by Screemonster
fuck yes

ImageImageImageImage

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 2:58 pm
by Armhulen
Make the wasteland actually hard to survive. Vaults should be there for a reason

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 4:11 pm
by Blackjack
Screemonster wrote:fuck yes

ImageImageImageImage
sorry, thats already exist.
Image

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 4:24 pm
by Armhulen
Blackjack wrote:
Screemonster wrote:fuck yes

ImageImageImageImage
sorry, thats already exist.
Image
I like the difference you can see between no muscles and HULK SMASH

Re: [WIP] Fallout13 TGstation build

Posted: Sat Jul 02, 2016 6:18 pm
by John_Oxford
Make it the fourth server?
expand community to multiple games and branches of byond when?

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 03, 2016 2:43 pm
by Atticat
Really excited to see where this goes. I fucking love space station and any attempts to bring its magic to other environments.

Honestly, Lifeweb adding the Dwarf Fortress Pain system along with the combat system of dismemberment brought spessmen to a whole new level for me. At this point I would say Lifeweb is clearly the superior game because of the way it advanced the underlying mechanics of ss13 combat.

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 10:59 am
by Blackjack
Some FAQ about gameplay
1. How to swap hands?
Spoiler:
Like a original space station, of course!
2. My weapon isn't shoot!
Spoiler:
You need to toggle gun safety! (alt+click)
3. My weapon isn't shoot YET!
Spoiler:
Check ammo.
4. My car/motorcycle isn't ride!
Spoiler:
You must have an key in your hand. Keys is universal for all vehicles.
5. How to ride together with my friend on the bike?
Spoiler:
just pull him. This is looking about you friend sit in passenger seat.
6. Bad guys killed me! It's terrible!
Spoiler:
Press (OOC->respawn). If respawn disabled - pray to AH to toggle it
7. Bad guys has burried me in the GRAVE, as the courier in NV!!!
Spoiler:
DONT PANIC! You have a LITTLE chance to dig out by pressing "resist". If you has burried in the coffin - you have no chance.
8. How to bury somebody?
Spoiler:
Pick up shovel and click to any place on the ground. Wait for a moment and you dig a pit. Then, lay a body of a buried over pit and click on the pit again.
9. How to bury something?
Spoiler:
Dig out a pit. Then click with buried item in your hand on the pit. Then dig it back.
10. Where I can find powerarmor?
Spoiler:
Only 2 types of people wear it - enclave and BoS. If you so tough, you can try to kill them and loot. Also, you can find broken prototype of powerarmor, but it worsen.
11. How to became resident of vault 113?
Spoiler:
Declare ready. After game launch, nobody spawn inside.
12. How to get into vault and KILL THEM ALL inside?
Spoiler:
Vault 113 is absolutely safety from degenerates like a raiders and mutants. You have one chance - only if vault people voluntarily open the door. Also, enclave and BoS have C4 explosives, able to destruct door.
13. BAD GUYS ARE GRIEFING ME!
Spoiler:
If it happens on the wasteland - just relax and take a pleasure. If not - you can complain to AH.
14. PIP-BOY isn't worn!
Spoiler:
disable locking mechanism (RMB->toggle lock) If you lock pip-boy on your wrist, nobody can remove it.
15. How to shoot from dual wield weapons?
Spoiler:
You can place weapon in each hand and shoting from the both of that, uses HARM intent.
16. How to open vault "gear" door?
Spoiler:
Only inside, from the door control board. C4 is useful also.
17. How to became ghoul/supermutant?
Spoiler:
Long stay under radioactive rays will make you a GHOUL. If you didn't die, of course. Also, nuka-cola have irradiating effect. Ghouls absolutely immune for radiation, but weaker, than human. Also, you can choice ghoul/supermutant race in preferences. Supermutants (sprited by WalterJe) is very big, hardy, sturdy and strong like a hulk, but slower than human/ghouls and unable to wear equipment.
18. (ATTENTION! VERY IMPORTANT INFO) I cant compile the game/host it.
Make sure, that "pits.dm", "vaultdoor.dm" code is switched on. Build cant host under BYOND v.510
19. I'm found a bugs/SS13 rudiment!
Build is unfinished. Sorry.

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 12:03 pm
by Remie Richards
Blackjack wrote: 18. (ATTENTION! VERY IMPORTANT INFO) I cant compile the game/host it.
Make sure, that "pits.dm", "vaultdoor.dm" code is switched on. Build cant host under BYOND v.510
This is actually an easy fix, everywhere you see an error just compare that proc to the /tg/ version, it'll help you move from the Bygex library (the source of your issues) to Byond's built in Regex handling in 510.

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 12:41 pm
by onleavedontatme
Blackjack wrote: 15. How to shoot from dual wield weapons?
Spoiler:
You can place weapon in each hand and shoting from the both of that, uses HARM intent.
Huh, so that's why that russian guy PMd me asking to help port dual wielding last year.

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 12:43 pm
by Remie Richards
I spawn permanently blind, for some reason.

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 2:54 pm
by Blackjack
Remie Richards wrote:I spawn permanently blind, for some reason.
Because you use 510 BYOND

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 6:35 pm
by Remie Richards
No, i know what it is now I've remembered, 510 introduced the concept of Planes, Planes cover part of the functionality of layers, so lots of projects that moved to 510 "broke" temporarily, you just need to assign objects their appropriate planes (check /tg/ source)

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 04, 2016 7:03 pm
by Armhulen
Supermutants should always have brain damage. All times.

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 05, 2016 6:43 am
by DemonFiren
I hate it when people forget that there were smart supermutants.
As well as intelligent deathclaws. Can't take away intelligent deathclaws.

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 05, 2016 8:50 am
by Remie Richards
DemonFiren wrote:I hate it when people forget that there were smart supermutants.
As well as intelligent deathclaws. Can't take away intelligent deathclaws.
Both of these were from Tactics (or atleast, do exist in there), and for some reason people tend to forget and miss out on Tactics.
YOU'RE THE BOS AND YOU CAN TRAIN DEATHCLAW SOLDIERS ~THAT TALK~, WHAT'S NOT TO LOVE!?

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 05, 2016 1:08 pm
by DemonFiren
Have you ever played Fallout 2?
Have you ever played New Vegas?

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 05, 2016 1:39 pm
by Wyzack
There was also a smart super mutant in fallout 1, the master's lieutenant. Also Goris was a bad mother fucker. Fallout 2 had such good companions

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 05, 2016 1:45 pm
by Remie Richards
DemonFiren wrote:Have you ever played Fallout 2?
Have you ever played New Vegas?
Both, but I consider a Faction of smart Super Mutants above the one or two you find in those games, pure numbers DemonFiren.
(and I have a softer spot for Tactics than Vegas and 2)

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 3:49 pm
by MrEousTranger
If you add a reskin of the fire axe named Knock-Knock I'll fund this.

and can I see an image of some of the items??
like power armor?

EDIT:
Also make bottle caps appear frequently and have them stack like materials.

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 4:36 pm
by Steelpoint
The Smart Deathclaws were from Fallout 2.

I think they were created by the Enclave to defend a military base they left. But they up and ran off to live alone.

I think they can help the player. But the Enclave show up and slaugher them all.

Goes to show that superior Tech can beat Intelligent Deathclaws.

Are the Enclave a antag faction or what?

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 4:37 pm
by Remie Richards
Steelpoint wrote:The Smart Deathclaws were from Fallout 2.
Not exclusively.

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 4:39 pm
by Steelpoint
More accurately they appeared first in Fallout 2.

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 5:38 pm
by Screemonster
Most of the first-gen supermutants were smart, or at least normal intelligence. It's only really Harry that's a dumbass.

Nightkin, also intelligent if not for that little sanity problem.

It's the 3rd-gen ones (mostly seen in Fallout 3, and referred to as "dumb-dumbs" by Tabitha in New Vegas) that are dumbasses since they weren't created by the Master in Mariposa, but instead just stumbled across some FEV in vault 87 and just kinda shove people in rather than doing it with any degree of controlled exposure. Doesn't help that the FEV there is most likely substandard due to the fact that the vault is fucked and irradiated.

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 6:50 pm
by MrEousTranger
Remember Marcus he was a badass.
Jacobstown (1).jpg
Jacobstown (1).jpg (11.31 KiB) Viewed 16781 times
"My memories of being a human aren't as clear as they once were,
but I remember pettiness, hatred, jealousy... I prefer being a mutant."

Re: [WIP] Fallout13 TGstation build

Posted: Sun Jul 10, 2016 7:22 pm
by Gun Hog
DemonFiren wrote:I hate it when people forget that there were smart supermutants.
As well as intelligent deathclaws. Can't take away intelligent deathclaws.
Using a Beta Wave Emitter in Fallout 4 (with the Wasteland Workshop DLC), you can have neutral Deathclaws which will attack intruders and other creatures not of the same species. Have your own DEATH CLAW DEFENSE FORCE guarding your castle!

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 11, 2016 8:49 am
by DemonFiren
Gun Hog wrote:
DemonFiren wrote:I hate it when people forget that there were smart supermutants.
As well as intelligent deathclaws. Can't take away intelligent deathclaws.
Using a Beta Wave Emitter in Fallout 4 (with the Wasteland Workshop DLC), you can have neutral Deathclaws which will attack intruders and other creatures not of the same species. Have your own DEATH CLAW DEFENSE FORCE guarding your castle!
That's nice, but can I converse like them the way I did with Goris?
Probably not.

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 11, 2016 10:12 am
by Blackjack
Ok, fallout13 development has been splitted up to 2 branches -

anumus community (ss13.ru)
IP adress byond://46.181.122.102:3306
Spoiler:
For now, that hosting is not regular.
and Tau Ceti community (tauceti.ru).
IP adress byond://195.234.215.161:13113
Spoiler:
automatically starts everyday at 20:00 GMT+3
Of course, this servers works in beta-testing mode and populated by RU-speaking players, but nobody to forbade join in other and you can to estimate gameplay or host own EN-speaking server.
Here is some more screens:
Supermutant knocks the door.
Spoiler:
Image
Brotherhood of steel knocks the door
Spoiler:
Image
GECK
Spoiler:
Image
Beginning of the Enclave operation.
Spoiler:
Image
Mission FAILed (someone has stolen vertibird control circuit.)
Spoiler:
Image
There is a new sheriff in the town
Spoiler:
Image
Vault 113 Trade outpost
Spoiler:
Image
Motel base
Spoiler:
Image
Entry
Spoiler:
Image
Spoiler:
Image

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 11, 2016 10:13 am
by iamgoofball
Where's the source code?

Re: [WIP] Fallout13 TGstation build

Posted: Mon Jul 11, 2016 11:57 am
by Blackjack
iamgoofball wrote:Where's the source code?
Try to tip "vault113 - Restoration" at github search.

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 12, 2016 10:46 am
by Blackjack
Image

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 12, 2016 10:58 am
by iamgoofball
Blackjack wrote:
iamgoofball wrote:Where's the source code?
Try to tip "vault113 - Restoration" at github search.
Doesn't exist according to search. Why don't you just link it?

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 12, 2016 5:57 pm
by Zilenan91

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 12, 2016 6:07 pm
by Remie Richards
Zilenan91 wrote:He already did just under the OP https://github.com/blackjack3186/Vault-113-Restoration.
Just pointing out that the above link doesn't work, for whatever reason the URL actually had that fullstop at the end in it, so clicking the link 404s unless you stick the fullstop on.

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 12, 2016 6:09 pm
by Zilenan91
I fixed it in the post, it's still saying it's not found.


Edit: Okay so I can link it in here with the same exact url gotten from searching it on git that works, but when trying to click on it on the forums it 404s?

Re: [WIP] Fallout13 TGstation build

Posted: Tue Jul 12, 2016 6:11 pm
by Remie Richards
Zilenan91 wrote:I fixed it in the post, it's still saying it's not found.
Edit: Okay so I can link it in here with the same exact url gotten from searching it on git that works, but when trying to click on it on the forums it 404s?
if you'll notice, the forums is excluding the . from the url.
that's why it breaks to click it but doesn't break to copypaste it.