SakeTami
PJ & Co

PJ & Co

patreon


PJ & Co posts

SECOND RELEASE DETONATING EVERYWHERE!


Yes, my mutated brothers and sisters, the second release is here!!! Share it, spread it around, play it!

- MEGA: https://mega.nz/file/ZxdBVAjL#s0jfOs017yEyQpPmKmhLjpfUewmjcCzNK6b2CNN50n0 

If MEGA asks for a decryption key it's s0jfOs017yEyQpPmKmhLjpfUewmjcCzNK6b2CNN50n0

- Google Drive: https://drive.google.com/file/d/1mfSAE4ssVXqk6wO-Cdyj8AGFmz-CZyh6/view?usp=sharing  

- Installer password is autumn 2020 (Space between included too.)

-----------------------------------------------------------------------------------------------

:: IMPORTANT!::

To play this Post Nuclear RPG you *have* to own a copy of Fallout 2 (c) Bethesda.

::INSTALL GUIDE IN 7 EASY STEPS!::

1. Extract the game to a folder of your choice

2. Copy fallout2.exe, master.dat, critter.dat and patch000.dat files to the base directory (the one with patch001.dat)

3. (Optional) Rename fallout2.exe to fallouty.exe

4. (Optional) Reduce screen brightness to 15% and turn on Night Light (if available on your OS). The game was made with a specific art style supported by the original Fallout developers and this is how it's intended to look and feel. It is playable on other types of settings though but might not look as good!

5. (Optional) To pick new Traits, leave one or two slots open during character creation.

6. (Optional) The game uses original blue caves from Fallout 1. If you want to go back to brown caves, delete patch002.dat file.

7. Use your skills, items and weapons, observe the details, experiment, enjoy!


::SECOND RELEASE CHANGELOG, NOVEMBER 21ST, 2020.::

[GENERAL]

- Added new quests to Tibbets.

- Made more locations inside Tibbets accessible.

- Added new encounters including 9 new Special Encounters.

- Added one intro movie.

- Improved quality and converted all videos to native MVE format so they play for everyone.

- Added three NPC portraits.

- You can now play as a Beastlord mutant and control the animals you possess. To do so, use Examine/Binoculars on them. For more information, check the Beastlord Trait once you start the game.

- Internal restructuring for compliance with the 1.02d engine refactoring Black Isle Studios planned to support expansions. This slightly changes the install process.

- Updated sfall to the latest 4.2.8.

- Added GOODIES folder with soundtrack, wallpapers and other bonuses. More stuff on the way as it becomes part of the game.

- Added racial modifiers for super mutant and ghoul players. Check the in-game descriptions for details.

- Increased the running speed for super mutant players.

- You can now use Strength or Lockpick to remove the shackles. After that, you can find another use for them as a melee weapon.

- Added two new (teaser) world map locations, one of them being hidden.

- Added 7 new splash screens and fixed the missing one.

- Replaced big interface numbers and dates with Nixie tube numbers.

- Fixed world map glitches/lag after traveling for a long time.

- Special encounters should be unique now.

- Homebot now appears in its random encounter.

- You can now use your Pip-Boy from the inventory. You can also drop, lose, sell it... or use it as a weapon :)

- Hundreds of smaller changes and fixes.

- Fixed some slow walking/running animations.


[SPECIAL]

- Added 20 new background-based Traits. Most of these come from Arcanum, another game from Fallout 1's developers.

- Added more places where low and high Luck have an effect.

- Fixed targeting screen for some enemies.

- Added more info to some new Traits and Perks descriptions about their gameplay effects.

- Power Armors are now susceptible to EMP attacks.


[ITEMS]

- Trash cans, antiseptic showers, training equipment and candy machines are now usable.

- Wasps now drop Wasp Sting.

- Robots now drop useful crafting items after being defeated.

- Shiv now ignores 80% of target's DT.


[NPCs]

- Added lots of NPCs to Tibbets.

- You can now talk to the Vault Boy hologram.

- You can now talk to barflies.


[SOUND]

- Added lots of sound effects for creatures.

- Added new music to the game.

-----------------------------------------------------------------------------------------------

P.S. Because this release adds huge amounts of content, you will encounter bugs and quests that are only alluded to but can't be initiated. Those will be implemented as we make further progress on development and story. 

Enjoy!

-PJ & Co

View Post

Ten! Nine! Eight!

Heya mutants, now this looks familiar right? Guess what's cookin'? Some fine post-apocalyptic stew hehe!

I won't go into details over my work this week as bugfixing isn't so interesting to report and read I guess. Let's just say there was lots of it. Also, the new world map is deadly. Just saying. ;-)

So I'll just keep this simple as the last time. A big announcement is coming your way in a few days. Let the countdown begin! Be sure to watch this space and reserve some free time! :-D

See you soon, very soon,
-PJ

View Post

Dev Diary 41: What's next?

Heya mutants!

Hope you're doing good! It has been a very busy week for me, with virtually no breaks taken and I'm feeling the strain of it. Writing this before crashing to get some early rest!

But that is normal as I'm getting closer and closer to releasing a big update! I'm currently trying to cram in as much content as I can. I'd hate to leave something out when I know you've been waiting months for this! This all comes with the danger of introducing last-minute bugs but I feel it's worth it and we still have plenty of time left in November. 

And I also think the time is right to start talking about the plans for the 3rd release!

In the 3rd release, you will be able to visit Fort Abandon, recruit your first companion and find yourself a drivable car. The decision for Fort Abandon was made way back in one of our earlier polls when you've voted it as the next location you'd like to visit. Expect more of those polls as we move forward with the development! 

The 3rd update will be much more action-oriented but players that love their quests shouldn't worry. There will be plenty of quests in Fort Abandon (and Tibbets too). Of course, depending on my progress I might add even more locations.

I'm still working mostly alone on the game but maybe things will change in the future and I get a permanent helper. We will see! 

-PJ

View Post

Dev diary 40! Getting there

Heya mutants!

This week passed by quickly for me! I continued working on the 10 big NPCs and managed to test and fix 5 of them. Hope I caught up those pesky bugs but in case some odd ones slipped by, I'll be ready to dish out hotfixes starting from day 1! 

I'm happy with the progress and look forward to maybe adding some extras in there after this final phase finishes and we still have some time on our hands.

Also, what makes me happy, and I'm probably one of the rare persons who are happy about it, is the fact they postponed Cyberpunk 2077 again hehee
For me, this means people will get to play the second release before CP2077. Funny how things turn out sometimes the way you want them to. 

I'll try my best to release an entertaining update, so you mutants have something fun to play until that big game gets finally released a few weeks later ;-)

-PJ

View Post

Dev diary 39! Number 10 shows the way!

Hello mutants,

hope you are all keeping well. Let's get straight to the point: another productive week is behind me, as usual hehe. I'm now down to testing and fixing 10 bigger NPCs before I can say that the second release is done! Hopefully at a rate of at least 1 NPC per day, we might have a release in 2 or 3 weeks!

Also, 10 is the number of new special encounters I've added. Sweet, who would have thought we'd have so many by the second release? :-)

And finally, I've added some controversial evil material to the game, for all you wasteland villains out there. But be warned, bounty hunters just love meeting those "Most Wanted" celebrities.

We're in the last 100 meters of this race called the "Second Release."

See you soon, 

-PJ


View Post

Dev diary 38! Small milestone achieved

Heya mutants!

Here I am again with another regular Sunday update. This one will be short and sweet! 

I've finished playtesting of all the new gameplay changes including new Traits, Vault Boy artwork, items, and world map encounters. Bugs have been found and squashed! Somehow, I have a feeling you'll prove me wrong and find some obscure bug once you get your hands on it hehe!

With this small milestone behind me, all that remains now is to continue thoroughly testing all the new NPCs and content related to them. The following weeks will be a bit repetitive regarding the tasks but what has to be done, will be done.

See you soon,
-PJ

View Post

Dev Diary 37: Finally!

Hi mutants,

yes, it finally happened! I added all the new content into the game and will now only be focused on testing. This has been a huge milestone and I feel like there are NPCs there to fill two locations, not one. But Tibbets is big and that needs to be experienced. Not holding anything back! Due to many new NPCs, there are plenty of bugs waiting to be fixed so that will keep me busy in the upcoming weeks. 

Also, I added an extra special encounter after re-watching the Postman movie. It's a great post-apocalyptic movie starring Kevin Costner. Last time I watched it, we were in 20th century so it was a nice trip down the memory lane. However, my primary reason for watching it now has something to do with the 3rd release hehe. Not saying anything else for now ;)

One last thing, I want to address, is that I'll expand some gameplay mechanics in this release too. Some new Traits, weapons and skill uses will make their way into it!

Take care and talk to you soon,

PJ

View Post

Dev Diary 36: Words, many words

Hello my mutated friends,

how are y'all doing? Wish I could say something big and exciting happened while working on the game but alas, I spent this entire week working just on dialog logic. 

Some of the new dialogs are BIG, and have many states. For example, I spent 2 days working on just one big dialog! Trying my best to spot and squash any bugs but I do expect some will slip by in the final release! 

I expect much of required dialog logic to be finished this week, as I took a week off from my job. Honestly, it's hard to remember when that happened the last time, maybe last year? xD

Been also thinking about the release plan for November, and I see it will probably coincide with Cyberpunk 2077's release. Not really happy about that, so what I was thinking is doing an exclusive release for patrons in November and then a public release for everybody in December. How do you feel about that? Let me know.

EDIT: Clarification regarding the patron-only release. The release would still be public for anyone, I just wouldn't announce it all over the place until mid-December.

-PJ

View Post

Dev Diary 35! The Magnificent 50+

How are you, mutants?

All is good on this side. I've been working on programming this entire week with a steady pace. As I was crossing off items from my todo list, I noticed this update is big! Why? Well, there are 50+ new NPCs in it. That's right, over 50 new unique magnificent faces strolling down Tibbets' cold corridors! Hope you'll have much fun discovering what sort of people those robots abducted from the wastes! 

Another thing I worked on, were some new encounters for the world map. A bit more encounters and new maps to spice things up! Speaking of that, and as I already mentioned this a couple of months ago, I have to remind that the world map is one of those things I'll probably update on every release.

Also, as most of you probably heard by now, the big news from this week was that Microsoft bought Bethesda! 

So Fallout is now owned by the same company that owns Obsidian and InXile, both which employ many original Fallout devs! Exciting times for all of us, let's all hope the stars align! 

I'll leave you to enjoy Mike Oldfield's great number appropriately titled "Only Time Will Tell." There's even some "tribal" imagery in there that looks straight out of Fallout, check it out!

-PJ

View Post

Dev Diary 34: A Special Week!

Hello mutants,


hope you're doing fine! As the title suggest, this has been a special week.

You might wonder why but the reason for that is simple. I spent the entire week adding new Special Encounters to the game. All 7 of them. Yes, you're getting 7 new special encounters in November :D 

Some of these took a few hours but the biggest and most entertaining one took me a whole weekend to finish and test. It's like a small adventure! The funniest thing, this one is the hardest to find so I guess only a few lucky souls will get to see it.

But as I'm always aiming to overdeliver, I know everybody will find plenty to enjoy in this and all the future updates.

So what's next then? More programming and testing as I'm entering the final phase of work for this update. I can't wait to hand over everything I've made so far to you!

See you soon, I'm going back to the workshop now,

-PJ

View Post

Dev Diary 33!

Hello my mutated friends,

hope you're doing great! Here we are, in mid-September already, with some good news, as usual. So let's get straight to the point. 

90% of all dialogs for the next update are finished! 

Now I know what you're thinking - he finally managed to clone himself XD 

Wish I could but this was simply accomplished by quickly converting the dialog files from the old FOnline version with the help of a few programming tricks.

As this is way ahead of our schedule, I can only announce a flawless victory!


But looking at it again, 5 months into rapid development using Fallout 2 engine, I can say writing dialogs is one of the most time consuming tasks I am handling.

Conceptualization, branching, programming, and finally testing. Not to mention, translating one day in the future. All of it takes much time.

So I decided to open a position on the team - that of a writer. 

If you know of a writer that is a HUGE Fallout 1 and 2 fan, and can dedicate to this, send them my way! 

Fans of later Fallouts are OK too, but precedence will be given to fans of the classics due to better writing in those.


So what's next on the TODO list? Programming, lots and lots of it and then some more testing because I don't want to release a buggy update.

Besides that, there are some engine technicalities I need to sort out, such as fixing animation issues that came with the latest sfall.

Also, I want to squeeze in some extra surprises for you too because you deserve it ;-) 

With all of this said, I can see this update getting released sometimes during November!


Take care and talk to you next week,

-PJ & Co

View Post

Dev Diary 32! I can see it...

Hello Mutants!

Yes, I can see the next release poking around the corner.. it's getting closer and closer, especially after another epic weekend marathon :D

1/3 of the release is fully tested and ready! The other 2/3 is still being worked on, primarily programming and testing new quests. The art and locations are all done which is great as I thought it would take me longer. Seems I'm getting faster at this :) 

So, from the looks of it, we'll have a release date in a week or two, after I spend a bit more time programming so I get a better feeling for the rate at which I resolve remaining tasks.

And I saved the best news for the end... I obtained new Van Buren materials from one of the original devs! Most of these are much appreciated details on familiar things, at least to me. However, I also got info on two BIG things that were planned for the game which were unknown until now. 

I'm still going through everything but am already forming a battle plan on how and when to add them to the game. Not in this release, but why not in the next one ;)

Stay tuned,

-PJ

View Post

Dev Diary 31! In the world of 3D shapes and colors

Hello mutants!

Another week goes by fast and it's time to reflect on the work being done.

Our "future releases locations" poll (  https://www.patreon.com/posts/40124902  ) is almost over and we can safely assume the winner is first option with 82% of votes:

Finish and release those related to the main plot first, then all the rest

As this outcome was more or less expected from the first days of poll going live, I started preparing for this by rendering, re-rendering and painting the art assets that were unfinished or missing. I already had over 6,000 assets from 2014. but now an incredible number of 1,082 new art pieces were remade in the last 7 days using the new graphical tools and my better skills as an artist. Not bad, huh? :D

I'm not finished yet since these files need to be ported into Fallout 2's engine and that will also take a bit of time. You can see some of the new mountains, mostly quite characteristic for the state of Arizona, in the screenshot.

Speaking of the art, I think it finally dawned on me why the caves were blueish in Fallout 1.
In a YT interview, Fallout 1 art director, Leonard Boyarsky said, the game didn't have enough blue and that's when I decided that the Vault jumpsuit will be blue. And the rest is history.

So after working on one area last week where the cavern, floor, and walls were all a different shade of brown, basically the whole area was brown, I realized that the blue cavern was the answer to make such locations less monotone.

Ever since Fallout 1 I thought these meshed together great since blue and brown/orange/yellow are complementary colors, and it gives that cold/wet feeling you'd expect in a cave.  However, I also remember we voted previously for the caverns to remain brown (  https://www.patreon.com/posts/36390181 ) . So I made a little "hack." 

I'll make the walls initially blue but put all of that into one small file inside the main folder. If you don't want blueish caverns, you'll just have to delete that one file and everything will be brown again. That's it.

Let me know what you think of this idea.

-PJ

View Post

Ongoing poll reminder.. 5 days left!

Hello mutants,

hope you're doing well! Just a quick reminder for everybody who hasn't voted yet regarding the areas to be introduced in future releases, we still have a poll open until next Monday!

https://www.patreon.com/posts/40124902 

-PJ

View Post

Dev Diary 30!

Hello mutants, 

it's hard to summarize everything I did this week. It feels like I worked on just about everything. Creating new areas, art, writing dialogs, writing code, adding a truckload of new music, and fixing bugs! And as you can see, I've started adding NPC portraits to the game. :)

Since we're a looong way from reaching the budget necessary for epic animated heads with professional voice acting, this is the next best thing that we can have. I love the classic Fallout 1 portraits style and it also allows me to add much more portraits than what was initially planned for. In case our budget increases enough in the future, voice acting and animations will be made of course.

The big tasks that are left for the next release is finishing all the dialogs and quests. And testing them too. This will take some time as there are many new NPCs running around Tibbets now.

Also, there was a nasty bug with female player's fire and electricity death animations in sfall version 4.2.6 (and earlier ones) that will get fixed in 4.2.7. However, this fix breaks the fire and electricity death animations for ALL the NPCs and I have to go back, review and fix each one of them.

That's not something I planned to do but it must be done.

With this update, I will leave you now and go back to squeeze some more work out of this day.

-PJ

View Post

Dev Diary 29! All aboard the Crazy Traits

Hello mutants!

Hope you're doing good on this Sunday.  Let' see what was up this week in the workshop! 

I spent the beginning of week finishing the new maps.  All of them are finished now except for a few new art pieces and that shouldn't take more than a day or two.

To speed up the process for this I bought a set of art shaders for €16.48. You can find the bill in the attachment.

Then the rest of the week I worked on new exciting features such as adding new dialogs and Traits. Most of these new Traits come from Arcanum, another game made by Fallout 1's developers. You might be wondering what I'm talking about here since there are no Traits in Arcanum, but Arcanum's Backgrounds were a perfect match for Fallout's Traits. And it was aligning well with the changes that have been planned for Van Buren with new Traits such as NCR Background and Chem Resistant being renamed to Clean Living indicating that player's history/personality can also be defined through them.

Some were easily implemented, but some required more work. Take Idiot Savant for example.

With that Trait the player gains big Intelligence and Gambling bonuses, suffers some penalties to their physical stats but also has speech difficulties. Fallout doesn't support high Intelligence characters talking like dumb characters so I had to create a workaround through the entire system just for this one Trait.

And now you'll be able to fulfill your wildest dreams, having a genius character who can barely put together two words! :D

Another new Trait, which I expect to totally break the game, is Fear the Reaper from Fallout Tactics. With that Trait, you can get a Perk every two levels. Can you image what your character would be capable of? I can't either! xD

And there are more of these examples in the upcoming release but I'll let you discover that for yourself.

Looking forward talking to you next week with the latest progress on where we are with the second release. Some new screenshots would be in order too by then? :)

-PJ

View Post

Dev Diary 28!

Hello mutants!


This week passed by quickly! 

Lots of progress for the second release has been made.

I am almost finished with the maps and after probably 2 or 3 more days of work will move on to programming.

No release date yet as I am trying to add even more content and fix some things so that takes a bit of time.


Also, after reviewing some of the graphic assets made in 2014, I decided to render them again using the new tools and techniques.

This will actually speed up the post-processing that needs to be done on them which is great news!


Last time I promised a new screenshot so here's two of them, both mysterious and unexplained. I wonder what they might be hehe :)


-PJ

View Post

Patrons can now pay in their local currency (USD, GBP, EUR)

Hi mutants!

I just received info from Patreon that patrons can now choose between 3 currencies for their account: USD, GBP, or EUR. 

I enabled the option so if you would like to switch from EUR to USD or GBP, feel free to do so!

See you soon,

-PJ

View Post

Poll time!

Hello mutants,

it's time we decide together in what order the new world map areas should be added to the future updates.  As some of you know, in a previous poll the majority voted for Fort Abandon to be the next  world map area that the Prisoner can visit.

However, since this is a HUGE game, it might take some time for you to have a game that can be finished. (Although that's a blatant lie, you can't ever finish Fallout as we all keep coming back to replay it XD)

So let's hear it, which locations should be released first?

View Post

Dev Diary 27!

Hello mutants!

Sorry for the late update, I spent the entire weekend working on the next update and postponed the dev diary for the next day.

So far the progress has been great, 1/3 of the next update is done! I can't post screenshots yet as I don't want to spoil something but I promise I'll get some of them ready for the next update. But here is the current changelog, subject to edits until the release gets out.


SECOND RELEASE CHANGELOG

Date: TBA

[GENERAL]

- Added lots of side quests to Tibbets.

- Added new areas to Tibbets.

- Added new encounters including two new Special Encounters.

- Added GOODIES folder with soundtrack, wallpapers and other bonuses. More stuff on the way as they become part of the game.

- Added racial modifiers for super mutant and ghoul players. Check the in-game descriptions for details.

- Increased running speed for super mutant players.

- Added new hidden world map location.

- Optimized installation.


[SPECIAL]

- You can now use Repair and Science on all Tibbets' machines.

- You can now use your Doctor skill to harm healthy living creatures.

- Fixed Melee Master perk to support all melee weapons, not just knives.

- Added more places where low and high Luck have an effect.

- Fixed targeting screen for some enemies.


[ITEMS]

- Trash cans, antiseptic showers, training equipment and candy machines are now usable.


[NPCs]

- Added lots of NPCs to Tibbets.

- You can now have a conversation with the Vault Boy hologram.

- You can now have a conversation with barflies.

- You can now have a conversation with kids playing around the candy machine.

- Added more reactions to player's race and gender.


[SOUND]

- Added lots of sound effects for creatures.

- Added new music to the game.



I also managed to save the critical 3D source files from my recent HD crash. The moral of the story is that I won't be relying on the hardware backups any more, just on cloud services.

And lastly, I wanted to give a BIG shout out to our most generous patron Carib who became a dad again last week! Congratulations! :D


Going back to the workshop now, see you soon

-PJ

View Post

Dev Diary 26

Hello mutants, a BIG weekend is behind us.

I was busy providing support and I hope you were busy playing the first release.
People have been sending me messages and the reception of the release is great!

Hoooray!

So what's next, you're asking?

The next update will bring back the cut content that was intended to go into first release but was removed in order to hit the July deadline. And I already started adding new features based on players' feedback.

Also, I will focus on saving 4 TBs of 2D/3D source files after my external HD failed.
I can already see it will take me about 3 to 4 weeks to sort it all out and create renders. It has to be done because I can't afford to lose this. Too much effort, time and money went into it over the years.

With these news we'll bid you farewell until next time, 

-PJ & Co

View Post

FIRST RELEASE DETONATING EVERYWHERE!

Yes, my mutated brothers and sisters, the first release is here!!! A free remake of Van Buren in Fallout 2 engine! Share it, spread it around, play it! 

https://disk.yandex.ru/d/jTIiVn7DWiiUiQ

-----------------------------------------------------------------------------------------------

 :: IMPORTANT!::

To play this Post Nuclear RPG you *have* to own a copy of Fallout 2 (c) Bethesda.


::INSTALL GUIDE IN 6 EASY STEPS!::


1. Extract the game to a folder of your choice

2. Copy fallout2.exe to the base directory (the one with fallouty.cfg)

3. (Optional) Rename fallout2.exe to fallouty.exe

4. (Optional) Reduce screen brightness to 15% and turn on Night Light (if available on your OS). The game was made with a specific art style supported by the original Fallout developers and this is how it's intended to look and feel. It is playable on other types of settings though but might not look as good!

5. (Optional) To pick new Traits, leave one or two slots open during character creation.

6. Use your skills, items and weapons, observe the details, experiment, enjoy!


::FIRST RELEASE NOTES, JULY 24TH, 2020.::


1. Some critters have "jumpy" animations and lack sounds effects. Both the critter animations and sound effects are time consuming processes so they're not "polished" yet. That will be sorted out in a future release.

2. First release lacks many planned side-quests. Due to a planned release schedule for this update, we wanted to focus on getting a solid, healthy game base done properly and then add extra content on top of that in the later releases.

3. There is no official support for High-Resolution mod and I doubt there will be. We feel the game doesn't look good at high resolution as everything is too small.

4. Only one intro animation is currently done. For the rest, we want to get them right so they will be finished in a future release.

5. I tried to keep this as bug free as possible but maybe something slipped by in the last minute. Don't hesitate to contact PJ Hexer at fallout.yesterday@pm.me 

-----------------------------------------------------------------------------------------------

Sorry for the slight delay in release that was planned earlier this week but I lost two days trying to save critical source files from an external HD failure (and still have 4TBs to save) and almost an entire day today wrestling with faulty DAT packers in order to reduce & optimize this beast.

Hope I didn't break anything in the last minute but from the looks of it all is good.

I'll be back this Sunday with news on what's next, but until then enjoy!

-PJ & Co

View Post

Please stand by

Heya mutants, sorry for the late update. Time flies when one is immersed in work hehe ;)

I'm actually just dropping by today to say that we'll make an important announcement in a few days so watch this space!

-PJ & Co

View Post

Dev Diary 25! The genius beast is tamed

Heya mutants!

Lots of good news today so let's start right away. After my last blog post, I sat down and made a task list of all the big and small tasks I need to finish by the end of this month.

So the list ended up being around 70 items long which was unexpected as I thought it would be around 40 or so. But what can you do - Fallout Yesterday is a humongous game. So, one week later I managed to get the task list down to just 18 items. Not bad, huh?

These remaining ones mostly concern animations and content support for a few Traits.

What also happened is that Fallout 2's 22-year-old engine reared it's ugly head on me today but I tamed the genius beast. Anyway, I managed to create a dialog that is too big for the engine to handle! While the dialog worked for most of the part, some parts of it mysteriously just came back with "Error" messages. Seems that Fallout 2 engine reads only bits of the text that will follow, not the entire file into memory. With such an odd behavior comes an odd solution. I simply physically reordered the text in the dialog file and the problem was solved!

OK now, after reading this war story from the dev's HQ, it's only fair for you to be rewarded. Some of you will remember it but for some of you it will be a novelty. Back in 1997, Fallout 1 shipped with a cool screensaver which I'm attaching to this post.

P.S. This screensaver is also present inside Fallout 1 / 2 but not everybody can find it ;)

Enjoy and see you next week with even more great news,

-PJ

View Post

Dev Diary 24! What if...

Heya mutants! 

A bit of a late update but it's all due to extra work being done.

The focus was mostly on playtesting, bugfixes, dialogs and all those "what if the player does this" situations which need to be covered. And there's plenty of those! I assume it will take me about a whole week to cover them all. But with practice, I believe the time to cover those in new areas and situations will shorten in the future.

Among other big news, as you can see from the screenshot, crafting is in! Now you all loot junkies can make something useful from all that wasteland scrap you're hauling around ;)

Also, thanks to everybody who helped with the pet cemetery special encounter. If you haven't, you can still send over the name and description for your beloved pet's memorial in the game. 

See you soon,

-PJ

View Post

The little ones that aren't with us anymore

Hi mutants!

I'm working on some special encounters these days and one of them is a pet cemetery.

I guess some of you had loved pets that aren't with you anymore. If you want I'll gladly add their names and a sentence of text on their tombstones in the game. You can comment here or send me a message.

Thanks,

-PJ

View Post

Dev Diary 23! The Magic of Fallout

Hello mutants!

Hope you're doing well! I had a super busy week at my work but managed to push extra hours this weekend to stay on course for everything I planned for this week's update. 

I've just been playing the game, fixing bugs and adding content for the last two days.

While Tibbets is a huge facility I stayed focused on the critical path didn'tgo overboard with any "extra" content for now. So what does that mean? Instead of interacting with many NPCs, the focus is on about a dozen most important.  The plan is to get the basics right and then we can build easily upon that. I can tell you that an equal amount of time was spent throwing out Fallout 2's code as was spent adding Fallout Yesterday's in. That's just how things are with total conversions.

So to sum everything up, what you'll see in the first release is Fallout Yesterday's cornerstone.

P. S. Something off topic... I meet Magic Johnson the other day! Can you believe it? I know I still can't! Sometimes "la vita e bella"...

OK, enough chatting - who ever got things done by only chatting? Time to go back to the post-nuclear workshop! Gotta cross a few more items from my todo list today!

See you soon, - PJ

View Post

Dev Diary 22! Playtesting!

Hello mutants!

How are you doing on this fine Sunday, the first day of Summer?


The big news since the last time is that the first release is now content locked!
The time is now being spent playtesting it, fixing bugs and doing overall tweaks.

There are many things I'd like to add in the last minute but the focus must remain on what absolutely must be done to get this out.

Of course, saying that something is content locked doesn't mean it won't be expanded on in later releases.

I'll keep on pushing to get everything done sooner and maybe add some extra content for your enjoyment. Nothing will be left out it's just a matter of balancing time and resources and deciding will something go in the next release or a later one.

I'm going back to the game now, wish me luck with those fucking robots!

-PJ & Co

View Post

Dev Diary 21! Traits, Perks, Painter 2020!


Heya mutants, 

I've upgraded my Barter skill!

Instead of paying €424.95 for Corel 2020 I paid only €169.74 for it and saved us €255.21!!

How you might ask? I first bought Corel 2018 full version for only €49.79 (or $54.15) from Software Planet https://www.software-planet.com

Then I upgraded directly at Corel from 2018 to 2020 edition for just €119.95! Not bad, you say :D

You'll find the bills in the attachments. And as you can see I've already made a wasted Nuka Girl ad using Painter 2020 and Bethesda's squeaky clean original art :D 


All the new Traits are done with the exception of a few that will need lots of testing before we can greenlight them.


Some new Perks will also be ready but those that appear at later levels or interact with many subsystems will be added later.

We also want to wrap up the new items so the focus can shift to location programming and testing this week.

See you soon,

PJ & Co

View Post

A deep dive into the code! Dev Diary 20!

What's up mutants,

I'm dropping in to let you know I'm DEEEEEEEEP in the rabbit's hole AKA game's code.

Right now the focus is on getting Traits and Perks in.
Some of the exotic ones require many work hours to be implemented but they'll worth it!

The plan is to have the majority wrapped by Saturday so the focus can shift to equipment.

Talk to you soon this weekend,

PJ

View Post