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TTW's Public Dev Log

What's new and upcoming in Tale of Two Wastelands? Find out here.
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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

Kappaccino wrote:

Post by Risewild » Sat Mar 18, 2017 2:52 am

[quote=Kappaccino]


 


Goddamn the devlog is just like a huge tease for me. What did you decide was a good stopping point to release 3.0? I'm gettin' antsy over here!


[/quote]


We are waiting for the new installer to be programmed and ready . Without the installer there is no TTW 3.0 .


[quote=MajinCry]


It's been more than ten days without a new devlog



[/quote]


Sorry about that. I had a quite serious and totally unexpected personal issue that prevented me from being able to do anything else besides dealing with it for more than a month, so I couldn't come by and post anything.


I am around more now so I will be posting again, if you wait a few minutes I will have the new log update up and running .


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FiftyTifty
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Risewild wrote:

Post by FiftyTifty » Sat Mar 18, 2017 4:29 am

[quote=Risewild]


We are waiting for the new installer to be programmed and ready . Without the installer there is no TTW 3.0 .


[/quote]


I-Is there a guy working on it?


 


I'd offer to help, but I imagine it involves more than just extracting files, and packing them into a few .bsa files. Probably uses XDelta and shiz. What's wrong with the current installer, by and by?



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Risewild
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Since our talented Scorpion

Post by Risewild » Sat Mar 18, 2017 10:32 am

Since our talented Scorpion got busy with real life and couldn't work on the installer anymore we had for a while no one to help us out, but then... Niveus Everto to the rescue! (By the way, if I find out anyone nags Niveus about the installer I will be a very grumpy wombat and have to get my ban carrot. You've been warned!)


I can't even remember, but I think that the installer will do a few pretty cool things once it's finished (no point asking me what they are, I forgot to be honest, but maybe something about the sound files).


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EnderDragonFire
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Nice! Take all the time

Post by EnderDragonFire » Sat Mar 18, 2017 5:45 pm

Nice! Take all the time needed to produce a working, quality product! Don't let our hype rush you into pulling a Fallout 4!


"Who are you, who do not know your history?"



GrantSP
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It would be nice if the

Post by GrantSP » Sat Mar 18, 2017 9:47 pm

It would be nice if the source to the installer was on GitHub and then anyone with a bit of coding skill could step in and help.



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pintocat
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First, there is a github of

Post by pintocat » Sun Mar 19, 2017 3:15 am

First, there is a github of the code already.


Second: beyond not wanting to shit on the developers of the games we clearly enjoy (we would not have spent countless hours on it otherwise), it's not really about piracy -- making sure the source files are expected, is necessary... the installer needs the exact files, etc. So we need the right versions and so on. There's no way we could support every permutation of random screwed up TTW install someone has due to using some crap they downloaded from who knows where. 


Also, this really doesn't belong in this thread. However, if you are qualified and competent, have a look at the installer code. 



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RoyBatty
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There may or may not be anti

Post by RoyBatty » Sun Mar 19, 2017 5:05 am

There may or may not be anti-piracy measures. It's a touchy subject.


Anyways, you'd have to speak with Niv about the installer as he's the only one who knows what state it's currently in.


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Deathclaw_Mayor16
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New Vegas mods will work as

Post by Deathclaw_Mayor16 » Sun Mar 19, 2017 7:16 am

New Vegas mods will work as they are unless they're something that can add things to both wastelands.In that case,whatever mod or mod's that does that will need a patch to work.But otherwise,they will work as is.



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pintocat
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https://taleoftwowastelands

Post by pintocat » Sun Mar 19, 2017 7:23 am

https://taleoftwowastelands.com/content/faq#whatfnvmodswork

https://taleoftwowastelands.com/content/faq#fallout3modswithttw

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RoyBatty
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The conversion process will

Post by RoyBatty » Sun Mar 19, 2017 4:37 pm

The conversion process will be the same in terms of simple mods. More complex mods that alter the worldspace will need a bit more work. All mod converting requires use of FNVEdit and GECK, however GECK most of the time just to load and save the files to update the plugin version. Mods which change navmeshes will need to have *all* their navmeshes refinalized or they may not work correctly.


FNVMods that add equipment and stuff to vendors and the like will need more extensive patches to use the lists we have created for DC vendors. We did this to replicate NV's system which is much easier to control and is built for more than 30 level cap. Formids for scripted ones will be exactly the same except with "DC" added on to them, that way it will be fairly quick and easy to update patches and mods.


I will be recommending that all mods previous to 3.0 be updated to account for the large amount of updates, changes, and bug fixes. That said, I plan to have an additional script for FNVEdit to update any restored forms from previous conversions to make this a simpler process.


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