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darthbdaman
Gary
Posts: 272
Joined: Wed Sep 19, 2012 11:04 pm

I also really like the idea

Post by darthbdaman » Fri Sep 21, 2012 3:57 am

I also really like the idea of not altering NV, to keep mods compatible. The only thing I would suggest is changing some leveled lists (probably through scripts to ensure compatibility) to add Fallout 3 items to NV, not at specific places, just in random loot.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Thats exactly what I plan on

Post by JaxFirehart » Fri Sep 21, 2012 4:12 am

Thats exactly what I plan on doing, though the chinese weapons will either be rare or non existant because New Vegas was not a war zone (though the chinese did infiltrate hoover damn at one point).



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Some of them would have made

Post by chucksteel » Fri Sep 21, 2012 6:27 am

Some of them would have made it home as war trophies especially Chinese Swards and, pistols! The Chinese Assault rifle should be the rarest. 



gnubee
Posts: 81
Joined: Sat Sep 22, 2012 1:07 am

Having been a part of the

Post by gnubee » Sat Sep 22, 2012 1:16 am

Having been a part of the last closed test group, I'd like the chance to continue with that.  Not much of a modder per se, but I an a completionist when it comes to playing the game, so I can cover a lot of ground in a lot of detail.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Because there is still so

Post by JaxFirehart » Sat Sep 22, 2012 1:31 am

Because there is still so much to be done, I'm looking for people who already know how to fix stuff. It is in a very early alpha stage at the moment. Once things are more updated we will expand the closed beta to include players who will just play and report bugs. And then it will be an open beta.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

JaxFirehart wrote:

Post by TJ » Sat Sep 22, 2012 1:11 pm

[quote=JaxFirehart]


Because there is still so much to be done, I'm looking for people who already know how to fix stuff. It is in a very early alpha stage at the moment. Once things are more updated we will expand the closed beta to include players who will just play and report bugs. And then it will be an open beta.


[/quote]


As I said on the Team Mystery forums, I'm in if you need my help. I'm quite competent with both FVNedit and the Geck, the only thing I cannot do is script. On the topic of multi master the only issue I see is with mods. Both RFCW and TTW Prototype worked fairly well with NV Mods, but I was only ever able to get FO3 mods working right on the prototype. Also, definitely require all DLCS. There's no reason anyone shouldn't have them at this point.


My project Dash is on Kickstarter!



seldalore
Posts: 11
Joined: Mon Sep 17, 2012 11:15 pm

Perhaps the multiple-ESM

Post by seldalore » Sun Sep 23, 2012 3:40 am

Perhaps the multiple-ESM format will fix my issue with freeze-ups during loading screens? I'm looking forward to trying this :)



willow
Posts: 14
Joined: Wed Sep 26, 2012 5:48 am

Hey guys, I'm a programmer

Post by willow » Wed Sep 26, 2012 6:23 am

Hey guys, I'm a programmer and interested in lending a hand if I can. If there's any code to be written I'm eager to take a crack at it. If that's cool let me know where I should go from here to get involved.


Seems like an interesting project to dig into. Cheers.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

What kind of code are we

Post by JaxFirehart » Wed Sep 26, 2012 8:34 am

What kind of code are we talking? Fallout scripting or actual programming, like C++ or similar?


We are currently in a closed alpha stage while we try to get it ready for public consumption, the alpha is invite only and we are looking for anyone with modding experience who can both identify bugs and fix them.



willow
Posts: 14
Joined: Wed Sep 26, 2012 5:48 am

My pedigree is tradition

Post by willow » Wed Sep 26, 2012 2:20 pm

My pedigree is tradition computer science, backend server stuff, machine learning, data mining and processing, stuff like that. Language wise I'm pretty much agnostic, have worked on projects in C/C++/C#/ObjC, Java, Perl, Python, server side js, plus various other scripting languages. I've also done some tinkering with other platforms and languages that catch my eye.


I'll be honest, I've only touched GECK in the past to fix up some mod issues I was having. I just took a quick look at the scripting language, looks straightforward enough.


I'm not sure what the project looks like in it's current state, or if theres much call for external utilities or scripting in the game itself, but if there is, I'm eager to help out. 


 



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