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SpiritTauren

Warcraft 3 mod: 'Fallout Tactics: Feral Despair', work in progress - YouTube

A total conversion Fallout mod, featuring some problematic patterns in AI behaviour (AI units are scared of player's firepower.
I could've added diagonal movement quite easily, but the trouble is: key arrows only allow 4-direction movement, and all my attempts to work with simultaneous keys or combinations turned out to be too annoying. The current mechanics are quite un-polished either way, so I scrapped the idea. Allowing AI to have more action freedom isn't fair. And I try to minimize the gameplay difference for a human-controlled unit and a bot.

For instance, each sentient (beasts/robots excluded) or humanoid unit has unique SPECIAL stats, derived stats, in this video each AI super mutant (raiders use BOS Power armor for now) and raider has unique name, stress meter, weapon/armor, ammo, chems. Each item is a unique ID-listed item with its own durability, stats (about 100 parameters per item) etc.

Scenery/doodads seen in the screenshot posted in the "current projects album" are meant to be interactive in the same way.
 
@Hazop Well, if I recall everything correctly (it was like a half a year ago) there's an online depository for free fonts (like for many other resources). I googled for several appropriate fallout fonts, found the versions, credited their creators on my list. Then, to modify interface I did this:
created an empty TXT file:

[CustomSkin]
EscMenuTextFont=Fonts\Overseer.otf
TextTagFont=Fonts\Overseer.otf
InfoPanelTextFont=Fonts\Overseer.otf
MessageFont=Fonts\fallout.ttf
MasterFont=Fonts\fallout.ttf

Called it war3mapSkin and imported to the map.
 
What is [CustomSkin] supposed to mean in this context? The custom font?
 
@Hazop It applies to all interface modifications I believe. If you change smth else: don't use [CustomSkin] code twice, put it just once:
[CustomSkin]
InfoPanelIconArmorLarge=ReplaceableTextures\CommandButtons\UPGUPGPowerHelmet.blp
InfoPanelIconArmorLargeNeutral=ReplaceableTextures\ATTPowerHelmet.blp
NoManaSound=ErrorMessage
ToolTipManaIcon=ReplaceableTextures\ATTNuclear64.blp
ScoreScreenPlayerHuman=ReplaceableTextures\CommandButtons\BTN1PowerHelmet.BLP
GoldIcon=ReplaceableTextures\PassiveButtons\PASCR_H_O_Gold_Coins.blp
ChatFont=Fonts\fallout.ttf
EscMenuTextFont=Fonts\Overseer.otf
TextTagFont=Fonts\Overseer.otf
InfoPanelTextFont=Fonts\Overseer.otf
MessageFont=Fonts\fallout.ttf
MasterFont=Fonts\fallout.ttf
LumberIcon=ReplaceableTextures\PassiveButtons\PASCokeHealingPotion.blp
HeroIntelligenceIcon=ReplaceableTextures\PassiveButtons\PASNuclear64.blp
InfoPanelIconHeroIconINT=ReplaceableTextures\PassiveButtons\PASNuclear64.blp
 
Turns out, re-checking stuff multiple times helps to spot the most hidden bugs. After re-watching the video, I fixed a portrait-related bug that prevented HP bar from serving as (Min(1, Current_HP) ) out of 100% HP indicator of total HP Sigma for all body parts.
 

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SpiritTauren
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