IRC Log 6
From Fan Made Fallout Development Wiki
Intro
[23:04] <DarkUnderlord> Well, I think we'll start. Any more stragglers can join as they come.
[23:04] <Kotario> Sounds good.
[23:05] <Bloodlust> ok then,i shall add in the npc list 2 more to do,the barman and the leaders wife
[23:05] <DarkUnderlord> First of all, I'd like to welcome you to the #6th FMF team chat.
[23:05] <DarkUnderlord> Since our last chat, the team's changed quite a bit though more than half the people that are here are old timers.
[23:07] <DarkUnderlord> The reason for this chat is basically just a catch up but also a chance to throw around ideas in a "freer" environment then the forum allows.
[23:07] <DarkUnderlord> Our previous chats have given us the opportunity to explore some ideas and develop some previously ignored areas.
[23:08] <DarkUnderlord> With that said... On to agenda item #1 (as per thread: http://www.fanmadefallout.com/forums/viewtopic.php?t=766)
General project management
[23:08] <DarkUnderlord> !topic General project management. How people are finding things, what's working, what's not.
[23:08] <DarkUnderlord> !settopic General project management. How people are finding things, what's working, what's not.
[23:08] <DjUnique> um.. no Chanserv
[23:08] <DarkUnderlord> Well that failed miserably. Anyway... the issue is Project management stuff.
[23:08] * DjUnique changes topic to 'General project management. How people are finding things, what's working, what's not.�'
[23:08] * Retrieving #.FMF modes...
[23:08] <DarkUnderlord> Show off. :)
[23:09] <Kotario> Yay! DJUnique has the power.
[23:09] <DarkUnderlord> First of all, before I say anything, does anyone have anything where they think the management side of things hasn't been so good or could've been better?
[23:10] * Enialis (~chatzilla@216.218.111.77) has joined #.FMF
[23:10] <DarkUnderlord> More to the point: Do the new guys think they were "managed" okay when they joined? Things were pointed out etc...? They understood what was happening?
[23:10] <Aniwr> Hey Enialis
[23:10] <DarkUnderlord> Hey Enialis.
[23:10] <Enialis> Hello everbody
[23:10] <DarkUnderlord> You don't have a task yet. That's my bad.
[23:11] <DarkUnderlord> I'll take the deafening silence as a sign that everyone thought things were okay when they joined?
[23:11] <RasterOps> wait...
[23:11] <DarkUnderlord> The PM explained things, the welcome post worked?
[23:11] <DarkUnderlord> ok
[23:11] <Enialis> thats fine, ive been kinda busy with shcoolwork anyway
[23:11] <Kotario> Enialis, we've started, but haven't got anywhere in paticular yet. That question that Darky just posed was the first real item to be addressed.
[23:11] <Mouf> i think it works the way it is now, ya
[23:11] <RasterOps> Management is fine. Getting caught up and finding a cohesive plot/stoty has been difficult reading.
[23:12] <Mouf> spend some quality time with the flow chart ;)
[23:12] <Kotario> How much did the Darky's Flow Chart help, Raster?
[23:12] <DarkUnderlord> Raster: Something more than the flow chart?
[23:12] <RasterOps> The PDF/Excel file is similarly difficult reading.
[23:12] <RasterOps> Such atiny font...
[23:12] <DarkUnderlord> Not so much when you print it out onto A0 size paper and stick it up on your wall... but I get your point.
[23:12] <DarkUnderlord> You can zoom in in Excel, you know?
[23:13] <DarkUnderlord> Do you think a final thread which just briefly explained the factions would be good
[23:13] <DarkUnderlord> ?
[23:13] <RasterOps> Actually I didn't have excel installed at the time and not since my PC crashes.
[23:14] <RasterOps> I guess I wasn't certain what was current.
[23:14] <DarkUnderlord> Ahhh... The bottom one. Some of the ideas are also confusing (old stuff about the Compound etc..)
[23:15] <DarkUnderlord> That's one of my concerns for the project. I think I have the time (not of late admittedly, but usually) to go through and finish up what's not done.
[23:15] * Bloodlust (~Bloodlust@UPNET-DialupB-53.upnet.gr) Quit (Ping timeout�)
[23:15] <DarkUnderlord> There are a bunch of "history" threads that can be put into the Master Design Doc forum which will hopefully help out a lot.
[23:15] * Bloodlust (~Bloodlust@UPNET-DialupB-53.upnet.gr) has joined #.FMF
[23:16] <DarkUnderlord> But the general consensus among those who are here is that the PM, the thread and the getting given tasks things is working well?
[23:16] <RasterOps> Works for me
[23:16] <Bloodlust> yup
[23:16] <Enialis> me to
Dialogue/area management
[23:17] <DarkUnderlord> Cool. Moving on slightly... Dialogue. At the moment, I'm going through an area, taking some existing ideas, concocting new ones and making dialogue posts.
[23:17] <DarkUnderlord> There
[23:17] <RasterOps> What kind of deadlines are you hoping/striving for?
[23:17] <DarkUnderlord> Oops. As much as I'd like to, I can't keep doing that for every NPC in the game...
[23:18] <DarkUnderlord> (I'll answer that in a moment Raster) What I'd like to do, is implement an idea we tried before but whch failed miserably.
[23:18] <Enialis> what would that be
[23:19] <DarkUnderlord> Basically, I assign people to areas (a mix of people choosing / me picking). Those people are then responsible for thinking up quests, NPCs and other stuff in that area that the PC can do.
[23:19] <Kotario> That was in the planning stages and early mapping, perhaps it will work out better now with the basic framework finished.
[23:19] <DarkUnderlord> At the moment, GAI has been handballed to Mr. Mouflon and so far, he's doing a superb job.
[23:19] <DarkUnderlord> Basically, he's given free rain to come up with what he thinks is right for the area and to write it all (GAI's not too large so it's not that bad for one person).
[23:20] <Kotario> Not many dialogues.
[23:20] <Mouf> only one, really ;)
[23:20] <DarkUnderlord> Of course, I give my usual feedback but the idea is he "designs" some of the background stuff. EG: Some of the shitroy about GAI he's put into the holodisks is stuff he's made up.
[23:20] <DarkUnderlord> shitroy should be story. Heh.
[23:20] <Kotario> Freudian slip?
[23:21] <Mouf> i thought it was some wacky aussie slang ;)
[23:21] <DarkUnderlord> It's late at night. I am le tired.
[23:21] <DarkUnderlord> :D
[23:21] <DarkUnderlord> Anyway, what I was thinking was (for purely example purposes) say Raster and Enialis are given City on the Coast.
[23:22] <DarkUnderlord> They then get to go through the notes that are written on the area and make up what characters they see fit.
[23:22] <DarkUnderlord> A few of the main ones we need are already mentioned, though not "designed" per say. The idea is that they can come up with what they think works.
[23:22] <Enialis> I'm for trying that
[23:22] <Mouf> i think that could work
[23:22] <RasterOps> Makes for a tighter story
[23:22] <DarkUnderlord> It frees me up from the nitty gritty of the project and gives the dialogue writers some "thinking" to do and the option for being creative.
[23:23] <Kotario> We can test it, shouldn't be a problem to try something else if it doesn't work.
[23:23] <Mouf> tho i'd get the npcs designs up and okayed before starting any of the dialogues
[23:23] <DarkUnderlord> The reality is, a lot of the characetrs in the area aren't important for the main plot, which is my main focus.
[23:23] <DarkUnderlord> Good idea Mr. Mouflon.
[23:24] <DarkUnderlord> That way, people can make "their style" for an area and they know what's going on and the interactivity between the characters of the town.
[23:24] <Kotario> We want to keep open some discussion about characters, but that should come up at the NPC designs.
[23:25] <RasterOps> Would this be communicated in a forum, thread/PM's, email?
[23:25] <DarkUnderlord> Of course, we all get to provide input as per normal and make other characters as necessary (EG: For inter-location qusts and things)
[23:25] <DarkUnderlord> I'm more a forum person with a weekly e-mail outlining what's happening for the e-mail types.
[23:25] <Kotario> "I think the fish merchent's daughtor should have sex with the PC!"
[23:25] <Kotario> ...and a occasional chat.
[23:26] <DarkUnderlord> Having stuff in the forum makes it easy for me to access because I know where it is, rather than checking e-mails and PMs and things, looking for that character I designed.
[23:26] <DarkUnderlord> We could schedule weekly chats which focus on specific locations.
[23:26] <DarkUnderlord> Okay, the idea sounds like people would like to give it a try. I'll post more details in the forum after the chat and start divying people up for areas.
[23:27] <RasterOps> The PC should definitely be able to take advantage of the Sex/Yoga(?) perk thing.
[23:27] <Mouf> shotgun hounds ;)
[23:27] <Bloodlust> i am ok with this idea,but we should start doing that for the first locations (vault cross city etc etc)and then since theyre done move to the next
[23:27] <Aniwr> And I apologize in advance to whoever 'gets' to share CR with me. ;)
[23:28] <RasterOps> I agree about an initial focus.
Demo?
[23:28] <RasterOps> Will we be making available a demo and if so, what area?
[23:28] <DarkUnderlord> We've got 20 odd people on board at the moment, depending on how many people we want per location, that's probably enough for the first half of the game. The "demo".
[23:28] <DarkUnderlord> Sandover, Vault 31, Crossroads, GAI.
[23:28] <DarkUnderlord> City on the Coast could be thrown in too.
[23:29] <RasterOps> That's a huge demo.
[23:29] <Bloodlust> no we must release it soon to catch up with the mr
[23:29] <Kotario> Do we want something that large for a demo, or perhaps just a single town, such as Sandover?
[23:29] <Bloodlust> it's more like an alpha rather a demo i guess
[23:29] <Kotario> Bloodlust, we don't need to catch up with MR.
[23:29] <DarkUnderlord> I wouldn't like Sandover as a stand-alone.
[23:29] <Mouf> are we actually going to release it as a 'demo' to the public? Or is it more of a milestone?
[23:29] <DarkUnderlord> Heh. A bit of both.
[23:30] <Mouf> if we're doing a single town, i reckon cotc would do.. mainly because sandover and GAI are kinda integral to the plot, and we don't want to give too much away
[23:30] <DarkUnderlord> If we achieve it, it's a perfect 1/3rd of the game which'll make people want more. It also gives them a better idea than simply havign one stand-alone town.
[23:30] <Kotario> At least we won't have to worry about end-game art assets.
[23:30] <DarkUnderlord> Admittedly a "demo" isn't something we need to release though.
[23:30] <Bloodlust> just for fun i guess
[23:31] <DarkUnderlord> I mentioned IRC... Is anyone interested in a weekly session? Perhaps varying the time so different people can make it?
[23:31] <Kotario> Sandover was an example, because it's the most finished (sort-of).
[23:31] <RasterOps> A demo is good for competition and promos.
[23:32] <DjUnique> I would be interested in those weekly sessions, although I'm still only a "code monkey" team member
[23:32] <DarkUnderlord> RasterOps: You asked about time frames. Where you thinking overall project or for a specific dialogue?
[23:32] <Mouf> i don't think we really have to worry about competition ;) Anyone who loves fallout enough to still be interested in it now isn't going to play MR and go 'well, that's enough fallout for me for one lifetime'
[23:32] <RasterOps> Individual dialogs
[23:32] <Bloodlust> so true
[23:32] <Kotario> How does bi-weekly sound?
[23:33] <RasterOps> Bi-weekly might be better, for me
[23:33] <Mouf> biweekly would work better than weekly, i reckon
[23:33] <Enialis> Soon, Im going to have alot of free time, bi-weekly will work for me
[23:34] <DarkUnderlord> Raster: Short of saying "When it's done", my preference would be for a month time-frame from assignment to completion (completion being approx 80% - we'll iron out the script and things later etc..).
[23:34] <Mouf> and we should re-register this channel, just so we have somewhere to idle all day
[23:34] <Kotario> DjUnique? Any opinion?
[23:34] <DjUnique> yeah, bi-weekly sounds good
[23:34] <DarkUnderlord> Yeah, I wanted to re-register FMF but those clannys stole it. .FMF might be a good alternative... or #fanmadefallout
[23:34] <Kotario> Sounds like we have a consensus, any objections to biweekly meetings?
[23:34] <DarkUnderlord> Bi-Weekly chats sound good.
[23:36] <DarkUnderlord> Raster: Is that time-frame something along the lines of what you were thinking?
[23:36] <RasterOps> Yeah, that's good... I'm behind schedule...
[23:37] <DarkUnderlord> Heh. Don't worry. What I would like to see are updates every now and then though, just to see how you're going.
[23:37] <RasterOps> Took me over a week just to get pseudo caugth up.
[23:37] <DarkUnderlord> The overall project deadline (though very tentative and there only for those who need something to aim for) is July 2007.
[23:37] <Kotario> Yar, don't worry laddy.
[23:37] <RasterOps>
[Begin Excuses]Then there was the flu bug, and the crash, and...
[/End excuses]
[23:38] <DarkUnderlord> Oh don't worry... I've spent three years on the flow chart. It's still not finished. :(
[23:38] <Mouf> 2007? That's ages ;)
[23:38] <Kotario> Wonder when Fallout 3 will be released?
[23:39] <Kotario> Since Oblivion seems to have a 2006 ETA.
[23:39] <RasterOps> Yeah, I though we we're going to release before them.
[23:40] <DarkUnderlord> We should be able to beat them in 2007. I don't think Bethesda work that fast.
[23:40] <DarkUnderlord> Though admittedly, if Fallout 3 is any good, we can always just convert everything over to the FO3 modding tools. :)
[23:41] <Bloodlust> if it fp no fuckin way
[23:41] <Mouf> blasphemy!
[23:41] <Bloodlust> it is
[23:41] <DarkUnderlord> Re-Cap so far:
[23:41] <DarkUnderlord> - PM and welcome threads work well.
[23:41] <DarkUnderlord> - Assigning tasks as currently done works well.
[23:41] <DarkUnderlord> - A demo isn't a priority but we'll look at it, maybe. Perhaps. Which area the demo will be will likely depend on our progress.
[23:41] <DarkUnderlord> - Divy up the areas by assigning dialogue writers to locations, perhaps 2 or 3 per location. Give dialogue writers more control and allow them to create characters. They post NPC outlines for discussion / approval before getting signed off and allowed to start the dialogue.
[23:41] <DarkUnderlord> - There will be bi-weekly IRC sessions held at varying times to allow different people to make them.
[23:41] <DarkUnderlord> - At the bi-weekly chats, the locations will be discussed. IE: One location per chat maybe to help design it and throw ideas around. Depending on who's in the chat as to what area is discussed.
[23:42] <DarkUnderlord> Is there anything else project management related that people want to say / discuss / ask about?
[23:42] <Bloodlust> i guess we are done on this subject for now
List of in-game items
[23:42] <Kotario> Darky, one thing is that I think we need a coherent list of things the team has already decided upon.
[23:43] <DarkUnderlord> You mean things like Bottlecaps etc..?
[23:43] <Kotario> That we can refer new project members to, about choices such as the use of bottlecaps or the use of weapons.
[23:43] <Kotario> Exactly Darky.
[23:43] <Enialis> yes, that would be appreciated
[23:43] <DarkUnderlord> Okay, I'll add it to the list. I need to
[23:44] <Mouf> another sticky in the pgd forum would do the trick. Non-plot related decisions resolved
[23:44] <DarkUnderlord> ... go through the forums and start cleaning some of that stuff up. Work out just what exactly we have deicded.
[23:44] <Kotario> Obviously not the theme song, that's still a topic flung around.
[23:44] <Bloodlust> it'be nice to have all those things gathered up together
[23:44] <DarkUnderlord> Heh. Oddly enough that whole 'decisions resolved' stuff was supposed to be "the list" but that ended up being annoying to update, particularly in the formative years of the project when things were often still in the air.
[23:45] <DarkUnderlord> Sound like once the flow chart is done, I'll start doing forum trawls to fix all of that.
[23:46] <Mouf> hf :P
[23:46] <DarkUnderlord> Which brings us to our next topic...
Plot flow chart
Plot flow chart - you like?
[23:46] * DarkUnderlord changes topic to 'Any final niggling bits about the plot and the plot flow chart. �'
[23:46] <DarkUnderlord> Booyah!
[23:46] <Kotario> He has the power!
[23:47] <DarkUnderlord> My apologies but with duckandcover.cx host booting the site and a major charset problem, I spent a week working on that and wasn't able to finish it up like I wanted.
[23:47] <DarkUnderlord> The flow chart is in this thread: http://www.fanmadefallout.com/forums/viewtopic.php?t=615
[23:47] <Bloodlust> well,i have a question.The plot flow is great,but is it actually possible to code/script all of that?
[23:47] <DarkUnderlord> Specifically here: http://www.fanmadefallout.com/users/darkunderlord/fmf_plot_flow_chart_v2.xls
[23:48] <DarkUnderlord> Is it possible? Yes.
[23:48] <DarkUnderlord> Will we do it all? Maybe...
[23:48] <Bloodlust> in a logical amount of time (less than 10 years for example)
[23:49] <DarkUnderlord> It depends entirely on the people we have and how long the momentum lasts.
[23:49] <DarkUnderlord> Realistically, no.
[23:49] <DarkUnderlord> Some things will have to be cut. The scripted 'NPC companion death' stuff for instance migth get dropped from the start.
[23:49] <DarkUnderlord> The random Hounds vs Red River when the Vault explodes might just become either or and we'll drop one option.
[23:50] <DarkUnderlord> (That isn't in the flow chart - It's an idea Mouflon had)
[23:50] <DarkUnderlord> Question: Do people like the plot? More to the point, does anybody HATE the plot?
[23:50] <DarkUnderlord> The whole Mr Handy crazy, get the OS, follow the weapons trail thing?
[23:51] <Mouf> for a framework it's ace ;) It all depends on how the different factions come across, i spose
[23:51] <Bloodlust> The plot is ok in my oppinion.Classic fallout thing.
[23:51] <DarkUnderlord> (Oh yeah, many of the endings may be dropped too depending on how things end up happening)
Plot flow chart - Red River
[23:51] <Mouf> which was something i wanted to ask about.. is it assumed that RR is 'good' and Salvation is 'bad'?
[23:51] <RasterOps> That certainly wasn't clear to me
[23:52] <DarkUnderlord> Yes... Though we did want to have a computer terminal in RR that when used, talks to an Enclave soldier.
[23:52] <DarkUnderlord> It's never explained.. It's just a "Who is this?" and then the transmission ends type thing.
[23:52] <RasterOps> I like that
[23:52] <DarkUnderlord> Just a bit of unexplained MYSTARY! (IE: ARE Red River "good"?)
[23:52] <Mouf> that's nice ;)
[23:52] <Mouf> but can we make them a tad on the brutal side? Just for shits and giggles?
[23:53] <DarkUnderlord> Well, in the flow chart they can torture the PC...
[23:53] <Mouf> good point ;)
[23:53] <DarkUnderlord> The idea is Red River need to be "painted" as the bad guys.
[23:53] <RasterOps> RR, that's the Mutie conspiracy cover up thing?
[23:53] <DarkUnderlord> Right from the start, people should be a bit suspicious about them. Salvation, the traders, should be the good guys.
[23:53] <Kotario> Destabilizing the wastes by introducing the weapons!
[23:54] <DarkUnderlord> The Mutants in Salvation, no-one knows about so Red RIver are really the only "powerful" group people know of. "What are they up to" etc..?
[23:54] <DarkUnderlord> Though admittedly, the BoS were rumoured to eat babies in FO1.
[23:54] <RasterOps> got it
[23:54] <DarkUnderlord> Red River = Power Armour (BoS)
[23:54] <Bloodlust> and to sacrifice puppies i think...
[23:54] <DarkUnderlord> Yes, puppies!
Plot flow chart - Lone Star Rangers
[23:54] <Mouf> also, can the LS Rangers be a little fascist? I envisioned them a bit like Mega-City Judges from the 2000ad comics.. they're always on the side of ontic good, but nil moral flexibility.
[23:55] <DarkUnderlord> ontic(?) good
[23:55] <RasterOps> tonic?
[23:55] <Mouf> ontic.. as in ontological ;) dealing with the essence of being
[23:55] <Kotario> Well, it's a bit of an old hat, moral absolutists and all.
[23:55] <DarkUnderlord> Yeah... I uhh... knew that...
[23:55] <DarkUnderlord> In some respects the Rangers "work" for the landowners who pay their taxes.
[23:56] <DarkUnderlord> Well, who pay tax that keep the Rangers in operation.
[23:56] <DarkUnderlord> There are a few notes in the LS forum about the Rangers being not so good... slightly corrupt.
[23:56] <Mouf> aha.. so the landowners might use the rangers to keep the tenants under control
[23:57] <DarkUnderlord> Well, let's just say that if there's a problem between a "taxpayer" and a "non-taxpayer", the taxpayer has a tendency to win a dispute in the courts and get Ranger justice.
[23:57] <Mouf> i was thinking a fun ending to that arson quest might be that it turns out to be a kid (who's a bit mental) and the rangers want to execute him when they find out
[23:57] <RasterOps> So there could be injustice. A PC quest.
[23:57] <DarkUnderlord> ... or the Rangers might look the other way should the taxpayer make a mistake or decide to, say take the law into their own hands and kill a child who trespasses on their property.
[23:58] <DarkUnderlord> Raster: Yes. FangTeng (LS designer for a fair while) wanted some kind of court / Ranger quest thing happening.
[23:59] <Mouf> praps tension within the rangers with a Dredd-style 'i am the law' cryptofacist leader that has to be kept in check by the underlings so as to preserve the deal with the landowners
[23:59] <DarkUnderlord> Again, the Rangers are "good" but it's their own kind of justice.
Session Time: Sun Apr 17 00:00:00 2005
[00:00] <RasterOps> Should be able to work either way for the PC +/- karma.
[00:00] <Kotario> Mr. Mouf, you are obsessed.
[00:00] <DarkUnderlord> Well, there's a whole mind-control maniuplation thing happening with the rangers.
[00:00] <Mouf> ? with dredd? ;)
[00:00] <RasterOps> Judge.
[00:00] <DarkUnderlord> The Rangers stand for ‘Justice in the Wastes’, but have a surprising track record for upholding the status quo of the Landowners and siding with major businesses in exchange for financial support. It doesn’t help that Deputy Commander Bradbury is in collusion with Salvation and has the ability to control Commander Lambert with a combination of mind-altering drugs. As a result, it’s usually Bradbury who is present when the Rangers are going astray and in those times, the Rangers inevitably end up helping Salvation.
[00:01] <RasterOps> Dreadlocks?
[00:01] <DarkUnderlord> http://www.fanmadefallout.com/forums/txttopic.php?t=586
[00:01] <RasterOps> Judge Dreadlox.
Plot flow chart - Mutants/Salvation Mind Control
[00:01] <DarkUnderlord> The "mind-control" is what the Mutants at Salvation are working on.
[00:02] <DarkUnderlord> Lambert is a guinea pig. It's research they found in the Psychiatric and Research whatever ffacility their in from before the war.
[00:02] <Mouf> aha
[00:02] <Mouf> MKULTRA ;)
[00:02] <DarkUnderlord> Drugs that allow someone to influence the actions of someone (not directly control as mind-control might suggest).
[00:02] <DarkUnderlord> Same idea.
[00:03] <Mouf> i like that idea, as long as we don't make it naked-gun style mind-control ;)
[00:03] <DarkUnderlord> Uhhhh... No. :)
[00:04] <Mouf> did anybody read the last thing i wrote about salvation? Bout having the proper bad guy a person and putting the muties in a vaguely sympathetic light?
[00:04] <DarkUnderlord> MKULTRA fits the time-frame for the whole 50's theme of Fallout too.
[00:04] <Kotario> For those who don't know: http://en.wikipedia.org/wiki/MKULTRA
[00:04] <DarkUnderlord> You posted wha..? Oh... I hate when I miss a thread.
[00:06] <DarkUnderlord> Reading...
[00:06] <DarkUnderlord> http://www.fanmadefallout.com/forums/viewtopic.php?t=562&postdays=0&postorder=asc&start=15
[00:09] <Mouf> afk one second
[00:09] <DarkUnderlord> It's a good idea... I am a wee concerned about making the Muties the "good guys".
[00:10] <DarkUnderlord> Well, actually... The Muties and Red River are both good guys then. Heh. That's a nice twist actually.
[00:10] <DarkUnderlord> Though I suppose, the way you say they don't mind to "massacre humans", that makes them still evil...
[00:10] <Mouf> well, not really 'good' guys ;) Just not implausibly evil
[00:10] <RasterOps> I like conspiracy. If a PC has high enuf Doctor skill, could he be used/be the answer for cloning the Muties?
[00:11] <DarkUnderlord> Gray! Gray! Never white and black.
[00:11] <DarkUnderlord> From what you've written there Mouf, I'd say no... but only because I'm not sure how the "Judas" would work out to control / manipulate the Muties.
[00:12] <DarkUnderlord> Given my experience with your work so far though, if anyone can come up with something great, I'm sure it'd be you. Which therefore makes me inclined to say yes.
[00:12] <Mouf> well he's just the human face... the orders all come from the muties, but they have to stay out of the open, so he's got a bit of wiggle-room to get his own stuff off the ground
[00:13] <DarkUnderlord> Yes. I see how he can work his own ambitions.
[00:13] <DarkUnderlord> It's a matter of... I suppose he's taking advantage of the player, really?
[00:14] <Mouf> but yeah, it's not bulletproof ;) I just kinda like the idea of making the most morally reprehensible person in Salvation a human
[00:14] <DarkUnderlord> The player comes along and presents a perfect opportunity for him to capitalise on the situation, take out the problems and make his own thing happen.
[00:14] <Mouf> that's the one
[00:14] <DarkUnderlord> Well, once you're done with GAI... :)
[00:14] <Mouf> hehe
[00:14] <Mouf> i'll work something up ;) Still got to do that tute for the dlgtool, spose that shuold be my priority
[00:14] <DarkUnderlord> I'd like to see it fleshed out a bit. I think you could make it work.
[00:15] <DarkUnderlord> Yeah, tutorials still got a week before I want to release and it only needs to be basic, with screenshots really. Though the better it is / more detailed the better I suppose.
Plot flow chart - everything else
[00:16] <DarkUnderlord> Okay... Moving back on topic a bit more... Is there anything about the flow chart people don't like about it? Excepting our ability to make it all that is?
[00:17] <Mouf> nothing off the top of my head..
[00:17] <Enialis> I havent got a chance to read the whole thing yet, but havent found anything I want to complain about from what I have read
[00:18] <RasterOps> It's been too long since I've read it.
[00:18] <DarkUnderlord> Heh.
[00:18] <Mouf> tho one thing i noticed was that CotC didn't seem to have much of a part in the proceedings
[00:18] <DjUnique> the only thought that came to my mind was "How the hell are we going to script all this stuff"
[00:18] <DarkUnderlord> No, CotC and Hounds are off-side.
[00:19] <Aniwr> CotC is non-essential to the plot.
[00:19] <RasterOps> From a noob's perspective, it will take several reads to be as familiar with the plot as all of you old-timers
[00:19] <Bloodlust> something like modoc in fo2 i guess
[00:19] <DarkUnderlord> (Uranium mine is too in a sense as is Rusty Springs though both those areas do give the PC some plot details).
[00:19] <Mouf> i see
[00:19] <Mouf> or junktown from fo1
[00:19] <Kotario> Exactly.
[00:20] <DarkUnderlord> As Dj mentions and Bloodlust mentioned before, hell, even as you can see from Mr. Mouflon's idea just now...
[00:20] <DarkUnderlord> The flow chart will be a living document. It's more of a guide for "what to aim for" than what we may actually create.
[00:20] <RasterOps> When was the last time it was updated?
[00:20] <DarkUnderlord> Things may well be cut out if we get to them and decide they're simply too hard to do.
[00:20] <DjUnique> then again, probably too early to talk about the scripting side
[00:21] <DarkUnderlord> Updated 16th March. Bad me hasn't finished it yet.
[00:21] <Mouf> perhaps once we get the first act done we'll know our limitations as to scripting, and we can nail down what happens in the end game
[00:21] <DarkUnderlord> Though as you can see, the end is still being worked on. It's around there were it falls apart because I'm not sure on the specics of how the end will play out at this stage.
[00:22] <Aniwr> If you have specific issues you don't see as feasible, please post them in the Technical forum so we can discuss and figure them out - the earlier the better.
[00:22] <Aniwr> Scripting-wise, that is.
[00:22] <DarkUnderlord> Actually, I might even just leave the flow chart as is for now. I think it's clear we do need to do a bit of work on the end game bit and it's hard to plot it until we know what we're plotting.
[00:23] <DarkUnderlord> Means I can work on tidying up the loose ends and making the the "decisions resolved" posts.
[00:23] * Mouf agrees
[00:23] <DarkUnderlord> Are people happy with that or do they want to see it "finished" in some way?
[00:23] <RasterOps> Happy
[00:23] <DarkUnderlord> Most of the end is there already, just not in nice boxes.
[00:24] <DarkUnderlord> Sounds good then. We can come back to it later when we've tidied up the ending.
[00:24] <DarkUnderlord> So everyone understand the plot? Yes/ No?
[00:25] <DarkUnderlord> (In the beginning, that was it's main purpose really)
[00:25] <RasterOps> Yes
[00:25] <Aniwr> Yes
[00:25] <Bloodlust> Y
[00:25] <Enialis> Yes
[00:25] <DarkUnderlord> All right... We'll move onto the next topic then.
Mod Progress
Mod Progress - mapping
[00:25] * DarkUnderlord changes topic to 'Mod progress. What's been done, what's still left to do and how we're going to go about doing it.�'
[00:26] <DarkUnderlord> The mapping has come along quite nicely over the past few months.
[00:26] <DarkUnderlord> 5 locations are complete.
[00:27] <DarkUnderlord> Vault 31, L-SAP, Sandover, Hounds and the Uraniun Mine.
[00:27] <DarkUnderlord> GAI is almost complete, as is Crossroads.
[00:28] <Aniwr> Then again, Crossroads has been close to complete for a long time.
[00:28] <DarkUnderlord> Heh. City on the Coast and Rusty Springs are both progressing well.
[00:28] <DarkUnderlord> That leaves us with: Salvation and Red River, both of which need to be concept mapped.
[00:28] <DarkUnderlord> Dan is working on Red River.
[00:29] <DarkUnderlord> No-one is working on Salvation yet (if they are, then I've forgotten who it is).
[00:29] <DarkUnderlord> Lone Star is also being concept mapped by Kotario.
[00:29] <DarkUnderlord> That only leaves the Burrows and a Deathclaw Nest (which I want as separate from the Burrows area).
[00:30] <DarkUnderlord> Both of those maps can be winged I think by someone who feels like doing caves.
[00:30] <Mouf> sure everybody loves doing caves ;)
[00:30] <DarkUnderlord> Ideally, I'd like all maps to be finished by the end of July this year.
[00:30] <Bloodlust> there are some burrows maps already,what about them?
[00:31] <DarkUnderlord> I think we'll be able to complete a fair few of them by then.
[00:31] <DarkUnderlord> They're too small and have Deathclaws in them. The outside is good though and certainly usable.
[00:31] <DarkUnderlord> Remove the Deathclaws maybe and they might work...
Mod Progress - FEV racoons in the Deathclaw Nest
[00:32] <DarkUnderlord> Are people happy with me splitting those two up, rather than having the FEV racoons hidden in the back of the Deathclaw Nest?
[00:32] <DarkUnderlord> Does anybody care?
[00:32] <Bloodlust> nop;)
[00:33] <Kotario> It was Tank's pet project, way back when.
[00:33] <DarkUnderlord> ... because the other possibility is the PC fights his way through the Deathclaw "Burrows" and finds a secret tunnel which leads to the racoons who are hiding under there.
[00:33] <Enialis> I like the idea of having the FEV racoons hidden in the back of the deathclaw nest...
[00:33] <Bloodlust> m2
[00:33] <DarkUnderlord> The Deathclaw nest / caves is going to be an area chock full of Deathclaws and is for Hard-core combat PC's only.
[00:33] <DarkUnderlord> You prefer hidden racoons at back of Deathclaws?
[00:34] <Bloodlust> something like the ghouls hiding in necropolis sewers i think
[00:34] <RasterOps> Racoons are curious thieves. SHouldn't they be a little more active?
[00:34] <Aniwr> It seems like the racoons and Deathclaws would appeal to different types of players, though.
[00:34] <DarkUnderlord> Well, one of Tank's ideas was they can "steal" food from the Deathclaws.
[00:34] <Mouf> i like that idea
[00:34] <DarkUnderlord> A bit of bold adventuring... Also, killing the Deathclaws could mean the racoons die too... they lose their food source to steal from.
[00:35] <Mouf> have descs on cow bones in the caves mention itty bitty toothmarks as a clue
[00:35] <RasterOps> Or they would move on
[00:36] <RasterOps> The disappeared from the labs once before
[00:36] <Bloodlust> how tough are the racoons going to be ? (combat like)
[00:36] <DarkUnderlord> Okay, we'll put the racoons in the back and hide them somehow.
[00:36] <DarkUnderlord> Not tough, fairly weak.
[00:36] <RasterOps> But very agile
[00:36] <DarkUnderlord> Maybe pig rat level.
[00:36] <Bloodlust> then,the hiding idea is good:)
[00:36] <DarkUnderlord> Oooh... Hard to hit.
[00:37] <RasterOps> and fast, xtra AP's
[00:37] <Bloodlust> many attacks per round,more criticals etc etc
[00:37] <DarkUnderlord> But one hit and they're dead? Okay.
[00:37] <RasterOps> maybe two
[00:37] <Bloodlust> nop
[00:37] <Bloodlust> i say 40 hit points at least
[00:37] <Mouf> by the time the pc can blaze through an army deathclaws to get to them, i don't think they should pose much of a threat
[00:38] <DarkUnderlord> Yeah, critical Plasma does about 100 - 200 I think?
[00:38] <Bloodlust> Also their numbers must be very big,for the reasons mr mouf mentions
[00:38] <Kotario> What? How does that make sense?
[00:38] <RasterOps> Can they have a flee mode vs fight to the death?
[00:38] <DarkUnderlord> Deathclaws numbers are big, I only want a small community of intelligent Racoons...
[00:38] <Kotario> You are not here really to fight then.
[00:38] <DarkUnderlord> Say 10 - 15 or so.
[00:39] <Mouf> right
[00:39] <Enialis> I think that sounds about right
[00:39] <DarkUnderlord> Hrm... Maybe even 7 - 10 will do for numbers.
[00:39] <DarkUnderlord> Just a little community of them.
[00:39] <DarkUnderlord> .. and the intelligent talking to them if the PC has an uber speech skill.
[00:40] <Bloodlust> ok,the deathclaws for the big bang bang,the racoons just for hiding
[00:40] <Mouf> they talk in clicks and burbles and stuff, right? So the pc can spend a few hours on a speech check to try and understand them? Will pc ever be able to talk /to/ them?
[00:40] <DarkUnderlord> Racoons are really just a nod to Fallout 1 and an area which was never included.
[00:40] <DarkUnderlord> The PC will be able to "communicate" with them... not talk per say.
[00:41] <Mouf> nod
[00:41] <DarkUnderlord> After mapping... comes NPC placement and dialogue.
[00:41] <Kotario> It might be cute to have really stupid PCs talk to them (though obviously it would only be one way).
[00:41] <DarkUnderlord> Work on that has begun quite well though we have a long way to go.
[00:41] <Mouf> i'm for making it a fairly minor distraction, since they don't really have any bearing on the main happenings of the game
[00:42] <DarkUnderlord> Kind of a bonus for clearing out the Deathclaws and being observant enough to spot the hole that leads to their nest.
[00:42] <DarkUnderlord> I like the stupid idea. "Silly racoon!"
[00:42] <Bloodlust> should we have something like a quest the racoon *leader * gives the player?
[00:43] <Aniwr> I would say no.
[00:43] <DarkUnderlord> Now that you've cut off their food supply, find a new home?
[00:43] <Mouf> i think that's stretching it a bit
[00:43] <RasterOps> I good book to read perhaps?
[00:43] <Bloodlust> yes something like this
[00:43] <Kotario> Get the Holy GECK for a Racoon paradise.
[00:43] <RasterOps> :D
[00:44] <Bloodlust> find a water chip for the racoon vault?
[00:44] <RasterOps> LOL
[00:44] <DarkUnderlord> http://www.duckandcover.cx/content.php?id=73
[00:44] <Mouf> heh
[00:44] <DarkUnderlord> The original Burrows design doc is in there.
[00:45] <DarkUnderlord>
[00:45] <DarkUnderlord>
[00:45] <DarkUnderlord>
[00:45] <Bloodlust> maybe we can include a funny quest here
[00:45] <Bloodlust> something completely stupid like the ones above:)
[00:45] <DarkUnderlord>
[00:45] <DarkUnderlord>
[00:45] <DarkUnderlord> Oops -]
[00:46] <RasterOps> A Cat's Paw Magazine
[00:46] <Kotario> Perhaps because you distrupt their food supply, they simply move off. 'Farewell, home-destroyer, we have avoided your kind for many seasons, until you blundered in. You shall not see us again, we have no food or protection from your kind now."
[00:46] <Bloodlust> a rubber doll
[00:46] <RasterOps> Tandi, mmmm.
[00:46] <Mouf> that stuff seems a little fanciful to me.. fluent english and all
[00:47] <Kotario> I'm being silly with my langauge.
[00:47] <Mouf> o i was refering to the design doc links
[00:47] <DarkUnderlord> "snick snack, snicker snak
[the creature seems to be angry with you]"
[00:48] <DarkUnderlord> Yeah, our Burrows != Burrows in the Bible. The area is... as Tim Cain put it "not Fallouty".
[00:48] <Kotario> It was actually good that it was cut.
[00:48] <Kotario> Though Tank might disagree.
[00:48] <DarkUnderlord> Definately. I think our area with the not-quite-language thing and stuff is kinda neat.
[00:48] <Mouf> heh.. so the player kills all the deathclaws and gets into the burrows.. all the racoons are clicking away at him over and over.. then he eventually learns to understand and they're all just going 'for the love of god, fuck off!'
[00:49] <DarkUnderlord> And a good nod to Fallout 1 and "the area that never was".
[00:49] <DarkUnderlord> Most people also won't find it (if we design it right) and will think "The Burrows" is simply what we called the Deathclaw Nest.
[00:49] <RasterOps> That I like
[00:49] <RasterOps> replayability
[00:50] <DarkUnderlord> Yup.
Mod Progress - NPC placement and dialogue
[00:50] <DarkUnderlord> Moving on now... How are most of the dialogue writers going?
[00:50] <DarkUnderlord> I know Mr. Mouflon is pwning you all so far :) but what about the rest of you?
[00:51] <RasterOps> Uhhh... I actually could use some ideas on the History of Sandover.
[00:51] <Bloodlust> basicaly this goes only to raster i think;)
[00:51] <DarkUnderlord> Raster: You said you're having difficulties / going slow. Enialis, you don't even have a task...
[00:51] <DjUnique> yeah, and any questions/problems with the dialogue tool or feature requests and stuff, ask me. (perhaps at a later point, or whatever)
[00:51] <DarkUnderlord> Yes, Raster seems to be the only one.
[00:51] <DarkUnderlord> Ask now.
[00:51] <DarkUnderlord> How are people finding the tool?
[00:52] <RasterOps> I like the tool, needs more features
Mod Progress - Sandover
[00:52] <DarkUnderlord> Okay, history on Sandover... There should be enough in the forum for me to do something with this in the next week.
[00:52] <RasterOps> Well I looked and found a little
[00:52] <RasterOps> Jonathen is supposed to elaborate
[00:52] <DarkUnderlord> Though feel free to come up with a bit of your own. There's a fair bit there. Well, enough to do the job it needs to do I think.
[00:53] <RasterOps> It took me awhile just to figure out that Sandover was Houston. So how did it get it's name?
[00:53] <DarkUnderlord> Don't make him elaborate too much... Think rough outline of the town. History on when Alexander become leader, Alexander's son mayhap.
[00:54] <DarkUnderlord> It got its name because I read a newspaper article about a town here in Australia.
[00:54] <DarkUnderlord> They've just built a North - South railway from Adelaide to Darwin.
[00:54] <DarkUnderlord> While they were building that, the works had a camp which they called "Sandover". That was because every time they moved to work on the next part of the track, it was like the town was never there.
[00:55] <DarkUnderlord> Does that answer the question? :D
[00:55] <RasterOps> Yeah that helps,
[00:55] <DarkUnderlord> They just "sanded over" the town.
[00:55] <DarkUnderlord> Rusty Springs is named after a roadway sign I saw in Need For Speed: High Stakes.
[00:55] <Kotario> Darky's a cute tyke, ain't he?
[00:56] <RasterOps> :P
[00:56] <DarkUnderlord> I thought the name sounded cool... We then built a whole water thing around the name.
[00:56] <DarkUnderlord> Does he really need to know the name of the town though?
[00:56] <DarkUnderlord> How it became the name rather?
[00:56] <Kotario> We will have to make something up, because it's not really "Sanded Over."
[00:57] <DarkUnderlord> Actually... Here's an idea... It used to be Houston. The bombs dropped, blew sand everywhere. It's just kind of sanded over what was once houston. All that's left is radioactive dust.
[00:57] <RasterOps> If Jonathen found an old map while scavenginn it could clue the PC in or more
[00:57] <Kotario> Except for the ruined buildings....
[00:57] <Mouf> say the scabs used to be nomadic, setting up little villages as they trawled through the wreckage of houston.. then they found that cave and settled there
[00:57] <DarkUnderlord> Admittedly, Sandover is a cave but the Houston area is "Sanded over" mostly.
[00:57] <DarkUnderlord> Oooh, go with Mouf's idea.
[00:57] <Mouf> and then the same etymology works
[00:57] <RasterOps> Originally Houston refugees
[00:58] <DarkUnderlord> More people joined them over the years and a town was born.
[00:58] <DarkUnderlord> People developed disease, town got a bad name, town starts attracting outcasts.
[00:58] <RasterOps> Thanks
[00:58] <RasterOps> It is kinda remote
[00:58] <DarkUnderlord> It's what IRC sessions are for. :)
[00:59] <Mouf> npcs probably wouldn't know about the original refugees... it was a good century ago and all
Mod Progress - Sandover - trade/caravans
[00:59] <RasterOps> How often do the traders come by
[00:59] <DarkUnderlord> Once every 3 months.
[00:59] <DarkUnderlord> Until the PC changes that...
[00:59] <Aniwr> And only one caravan company
[00:59] <RasterOps> Good!
[00:59] <DarkUnderlord> NOTE: We'll worry about the affect that change has on all the dialogue later...
[01:00] <RasterOps> Jon doesn't like the Unified Traders
[01:00] <Aniwr> Is Jon a 'Trader's Club' member, or non-aligned?
[01:00] <DarkUnderlord> the Unified Traders is an overall "organisation".
[01:01] <Aniwr> Make that Trader's Club 'member'
[01:01] <RasterOps> So any traders is a UNified Trader?
[01:01] <DarkUnderlord> Individual trading companies join up. Those who don't are pressured to do so,
[01:01] <DarkUnderlord> but not everyone is a "Unified Trader".
[01:02] <DarkUnderlord> Some trading companies are still "free" but pay the penalty for doing so. Unified Traders companies charge them higher prices for inter-company bartering.
[01:02] <DarkUnderlord> Some people end up dead... You know, the usual big bad capitalist company type stuff.
[01:02] <RasterOps> Once every three months a Trader comes to Sandover. Are these only Club members?
[01:02] <Aniwr> For a short description of the UT, see the first section under "People" in http://www.fanmadefallout.com/forums/viewtopic.php?t=459
[01:03] <DarkUnderlord> Yes. The caravan that comes to Sandover is a member of the Unified Traders.
[01:03] <Mouf> afk a sec
[01:03] <DarkUnderlord> The caravan itself is lovingly called "Tech Supplies".
[01:03] <Aniwr> Does that mean that Liberty Machinery is also a UT company?
[01:04] <DarkUnderlord> They work for "Liberty Machinery" which is a place in Lone Star that use the tech and metal bits to make metal armour as well as try and fix some of the weapons and maybe make some ammo perhaps.
[01:04] <DarkUnderlord> Only a wee bit of ammo though and usually for the lower end weapons. SMGs, shotgun shells.
[01:05] <DarkUnderlord> Well, Liberty Machinery you'd think would be a UT company... I dunno. We never really worked out the relationship between them and their caravan.
[01:05] <DarkUnderlord> Maybe they have nothing to do with the caravan.
[01:05] * Mouf is now known as Mouf-away
[01:05] <DarkUnderlord> The caravans just know they buy that stuff. Tech Supplies bring Sandover tech back to Crossroads where other trading companies pick it up for the journey back to Lone Star.
[01:06] <RasterOps> Thus far, it seems the only trade good from Sandover are the scavenged goods from residents
[01:06] <DarkUnderlord> At Lone Star, they sell it to Liberty... So I guess no. Liberty Machinery are independent.
[01:06] <DarkUnderlord> They rely on those goods to survive though...
[01:06] <DarkUnderlord> Raster: Yep. That's it.
[01:07] <DarkUnderlord> Stuff like this: http://www.fanmadefallout.com/fo2-items/98.html
[01:07] <RasterOps> Heh.
[01:08] <DarkUnderlord> Actually, go here: http://www.fanmadefallout.com/fo2-items/fo2_art/
[01:08] <DarkUnderlord> Anything under "Chips, Disks & Parts"
[01:09] <DarkUnderlord> Maybe a geiger counter or two, condoms, whatever they find in the rubble.
[01:09] <Aniwr> I'd like it if people could look at the caravans in the city they are workin on and comment on their opinion for UT/CG membership/usage as appropriate (And TC members if they care) in http://www.fanmadefallout.com/forums/viewtopic.php?t=341
[01:10] <DarkUnderlord> Maybe even old beer they find still in the bottle... Whatever you might find in the rubble of a ruined city.
[01:11] <DarkUnderlord> Mr. Mouflon... You're not having any trouble with dialogue I gather?
[01:11] <DarkUnderlord> Oh.. He's still away. :(
Mod Progress - DJ's dialogue tool/other technical stuff
[01:11] <DarkUnderlord> Okay, from here... As the mapping becomes complete, the dialogue can start being plugged into the location.
[01:11] <RasterOps> That would include occasional ammo and meds (a good find requiring a high Outdoors (?) skill)
[01:11] <DarkUnderlord> Yes.
[01:12] <DarkUnderlord> Dj's tool will clearly be able to do a fair whack of the scripting for us, so that'll save us scripting time. Hopefully in the first instance, we'll even be able to just plug the scripts in and worry about finishing them off later.
[01:13] <DarkUnderlord> Phil hasn't said anything about the World Map yet and not surprisingly, COrpse hasn't said anything to me since I said his map looked like crap in game.
[01:13] <DjUnique> yeah, soon you'll be able to compile the script directly when exporting from the tool
[01:13] <DarkUnderlord> We'll continue with the crap one for now and if / when we get a better one, we'll just be able to plug it in.
[01:14] <Kotario> Has Corpse been active? I haven't seen him around the community at all recently.
[01:14] <DarkUnderlord> Basically: Game Maps -] World Map -] Put Game Maps into World Map -] Dialogue -] Put Script / Dialogue into Map -] Test -] Repeat until ready
[01:14] <DarkUnderlord> He's PM'd me and then e-mailed me the World Map.
[01:15] <DarkUnderlord> The dialogue and the scripting will be the most time consuming.
[01:15] <DarkUnderlord> Somewhere inbetween all of this, we'll start to look at things like talking heads, end game slides and so on.
[01:15] <DarkUnderlord> For now, we still need to figure out a lot of that stuff before we can make the end game slides.
[01:16] <DarkUnderlord> Does anyone have any questions / comments about the mod progress or thoughts on how they think we're doing?
[01:17] <Kotario> Things are looking up.
[01:18] <RasterOps> Water is rare but there is no canteen (?) and no way to give water to an NPC, right?
[01:19] <DarkUnderlord>
[01:19] <DarkUnderlord> Take off the number and bingo!
[01:19] <RasterOps> Or not!
[01:19] <DarkUnderlord> There's even this for large quantities if we want (or make our own graphic):
[01:19] <RasterOps> So a PC can give water to an NPC only if the flask is in ihis inventory. Can this be scripted?
[01:20] <DarkUnderlord> Temaperacl?
[01:20] <Aniwr> Yes
[01:20] <Aniwr> As in, yes it can.
[01:20] <DarkUnderlord> There you go.
[01:21] <RasterOps> Excellent
[01:21] <DarkUnderlord> I did think of nicking the big truck graphic, getting someone to mess with it, throw some Brahmin at the fonrt of it and bingo! Water tanker.
[01:22] <Bloodlust> I suppose haris can handle that
[01:23] <DarkUnderlord> Well... that pretty much concludes what's on the agenda. The next thing is simply, open business.
[01:23] * DarkUnderlord changes topic to 'General catch up. Depending on who's working on what at the time it'll be an opportunity for everyone to get together and have a live chat. �'
[01:23] <Kotario> Or I could talk to Lich, that sort of thing is up his alley.
[01:23] <DarkUnderlord> Is there anything anyone here wants to talk about / has a question?
[01:23] <DarkUnderlord> This is an opportunity for us to work on some stuff for you that you might need help with.
[01:24] <DjUnique> well, I'd like to hear if there's any *specific* features people want in the dialogue tool, not just "more features, plz" (yep, that's all I can talk about at this point)
[01:24] <Bloodlust> by the way,about the world map,team x released a utility for the mask files
[01:24] <DarkUnderlord> Temaperacl can do msk files blindfolded I think.
[01:24] <Bloodlust> oh ok
[01:24] <DarkUnderlord> I didn't think they were that hard...
[01:25] <DarkUnderlord> Just a two colour image, right? Black for unpassable?
[01:25] <Aniwr> Nah, they are just monochrome bitmaps without a file header
[01:25] <Aniwr> Yup
[01:25] <Aniwr> I have a question - are people actually using NodeViewer, or are you finding it just as convenient to use the built-in interface?
[01:26] <DarkUnderlord> I use it.
[01:26] <RasterOps> I think I use it. I'm unclear as to the distinction
[01:26] <RasterOps> Is there a new version of the Dialog tool? I have 0.22.
[01:27] <DjUnique> 0.23 is out
[01:27] <DarkUnderlord> Being able to simply see all the NPC options in a list, with the PC options viewable underneath is great.
[01:27] <RasterOps> I like that
[01:27] <DarkUnderlord> Then being able to follow them as per dialogue tool if I want to check something out.
[01:27] <RasterOps> Yeah I use that
[01:27] <DarkUnderlord> Still needs an expand all button...
[01:28] <Aniwr> That is next on my list after word wrapping
[01:28] <DarkUnderlord> ... and the box should only display what Fallout can display.
[01:28] <DarkUnderlord> Though that might be better for the main tool... where people are mainly working on it...
[01:28] <RasterOps> About the NPC reaction. Is it cumulative or +/-/neutral?
[01:29] <DarkUnderlord> I think it only sets if the PC empathy perk, what colour the line is displayed as, as well as what reaction you get from a talking head.
[01:29] <RasterOps> I assume the reaction level can be checked before choosing the NPC dialog.
[01:30] <DarkUnderlord> You know, the frowning, smiling stuff/
[01:30] <DarkUnderlord> SOrry, if the PC has the empathy perk, he gets coloured lines. Otherwise, it just does the talking head responses. I *think*.
[01:30] <RasterOps> It sounds like there is only one level of reaction.
[01:31] <DarkUnderlord> Good, bad, neutral?
[01:32] <DarkUnderlord> If no-one has anything else...
[01:32] <DarkUnderlord> I think it might be time to wrap this up.
[01:32] <Aniwr> About the TeamX tools - I'm not positive, but they look like they automatically do the flipping that is needed, so they would be preferable to using PAK if anyone is editing the mask files.
[01:33] <Bloodlust> Well i have a question about the maps i have worked on,Has anybody other than dark opened them and most important,did anybody (if any) liked them? Any corrections?
[01:33] <RasterOps> The Texas world maps?
[01:33] <Aniwr> I've glanced at them, but I haven't taken the time to review them yet.
[01:33] <Kotario> Same as Aniwr.
[01:34] <Bloodlust> raster:nop the sandover/gai maps
[01:34] <DarkUnderlord> Game Maps.
[01:34] <Kotario> If you really crave feedback, I can take a find-toothed comb to them this weekend.
[01:35] <RasterOps> Haven't seen GAI
[01:35] <Bloodlust> if you have the time,please do so;)
Outro
[01:36] <DarkUnderlord> ... and with that, I think we can call it a night / morning.
[01:36] <Kotario> Two and a half hours.
[01:36] <Kotario> You have the log Darky?
[01:36] <DarkUnderlord> Yup.
[01:36] <RasterOps> Thanx everyone for your help on Sandover
[01:36] <DarkUnderlord> No worries.
[01:36] <Kotario> Good. Too bad we didn't get more people here, but at least they can read over things.
[01:36] <DarkUnderlord> For out first chat in a while, it didn't go too bad.
[01:37] <DarkUnderlord> I'll post the log and some resolutions from the chat.
[01:38] <DarkUnderlord> Thank you all for coming.
[01:38] <Bloodlust> ok,then all have a good day/night from me,Bloodlust signing off
[01:38] * DarkUnderlord changes topic to 'Fan Made Fallout: It's got robots!'
See this page on the FMF site for the original chat draft: http://www.fanmadefallout.com/index.php?chapter=irc_log_6
