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Fallout QW Mod

 
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Ston3r



Joined: 01 Nov 2004
Posts: 19
Location: E-Town, Canada

PostPosted: Mon Nov 02, 2009 1:14 am    Post subject: Fallout QW Mod Reply with quote

http://www.moddb.com/mods/afterglow/downloads/fallout-2-qw-mod

Enjoy! Incomplete but playable.
Requires FTE 2770


Thanks to Eric "Magnus" for making this, to Spike and his FTE cronies.
To Matthias Worch for making and allowing us to use the Beyond Belief maps.


Last edited by Ston3r on Mon Nov 02, 2009 6:24 am; edited 1 time in total
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Mon Nov 02, 2009 3:25 am    Post subject: Reply with quote

Sweet! I will check this out asap.. got a server up for it btw?
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Ston3r



Joined: 01 Nov 2004
Posts: 19
Location: E-Town, Canada

PostPosted: Mon Nov 02, 2009 6:35 am    Post subject: Reply with quote

The two files on MODDB aren't very organized but hoping to clean house, do a readme and hopefully a polished update as Erik's interest has peaked.

Need graphic design help so the HUD looks less... Any interest?

As for the server, no. But it's something I may pursue.
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Mon Nov 02, 2009 9:28 am    Post subject: Reply with quote

I cannot download that, would someone be so nice to upload the file(s) to http://www.quaketastic.com (pw "ilovetheshubhub")? Cheers!
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LonePossum.



Joined: 02 Nov 2009
Posts: 38

PostPosted: Mon Nov 02, 2009 11:17 am    Post subject: Reply with quote

Haha this is really cool, I looked at it the other day but has no download, thanks for putting up a download.
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Mon Nov 02, 2009 11:34 pm    Post subject: Reply with quote

im going to check it out, is there a server up?

its not playing, all i get is like a picture...
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Ston3r



Joined: 01 Nov 2004
Posts: 19
Location: E-Town, Canada

PostPosted: Tue Nov 03, 2009 12:52 am    Post subject: Reply with quote

Make sure your client is FTEGLQW 2770.
Same goes with FTEQWSV (if you choose to use it), version 2770.

The mod's CSQC has to be changed to match the changes made in FTE 3343...
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ceriux



Joined: 06 Sep 2008
Posts: 968
Location: Florida, USA

PostPosted: Tue Nov 03, 2009 7:05 pm    Post subject: Reply with quote

oh, well that must be my problem im running the latest fte. ill just wait till the csqc is updated.
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Chris



Joined: 05 Aug 2006
Posts: 78

PostPosted: Wed Nov 04, 2009 8:27 pm    Post subject: Reply with quote

If you're just getting a picture asking you to press 1 to continue and nothing happens its most likely because the "1" key isn't bound to impulse 1, or rather any of the keys 1-9 bound to their respective impulses.

I haven't tested with the newer FTE I used the one that doesn't need CSQC updating however the game doesn't offer a lot mainly due to no proper choice of maps.

Release is kind of sloppy, I'd seriously consider packaging it all so it runs out of the box with a minimum of fuss and not readmes and backups sprinkled throughout.

However I do have fond memories playing on 1 quakeworld server back in the day in this mod for a brief time. It was some post apoc looking straight away with hostages on one side of the map and spawn on the other. In between were extremely difficult zombies to get around.

Good luck on future releases. But stop releasing it as a mod and make it work stand alone and without all these irc chat logs for patching csqc and just general "just get it out the door" mentality I see in this out of the blue (however welcome!) push you have to continue work on this mod and getting it to people. Smile
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Ston3r



Joined: 01 Nov 2004
Posts: 19
Location: E-Town, Canada

PostPosted: Wed Nov 04, 2009 11:00 pm    Post subject: Reply with quote

I posted this because no one has touched it since 2006. Dead..
Oddly a few hours later (from posting) the developer showed interest again, as did other people.

Maybe someone will get some use out of it if I'm not the only one in the world that has it, eh?
Well, that was my thought at the time.
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