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Thread: porting vaultmp later

  1. #11
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    This is a project of mine in the end. I do that because I find it fun. The community is totally secondary for me.

  2. #12
    Senior Member Volumed's Avatar
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    Quote Originally Posted by Recycler View Post
    This is a project of mine in the end. I do that because I find it fun. The community is totally secondary for me.
    Yes ofcourse, i never said it's not.. "But it's your code and your choose" "maybe Recycler will answer your post i personally hope not sorry." i said so because maybe you think different about it. Still i only give my thoughts and personal input that is my thing. Do not be so easily offended, i'm happy for you that you have fun in creating VaultMP and you don't have to do anything with my idea's or my way of doing things but nobody will take away the shot from me i'm not your enemy here i try to be a friend.

  3. #13
    we know your not the enemy Volumed, and im not personally trying to steal his code (i plan to submit what i do to recyc code), but i guess i understand your concern.

  4. #14
    Hi Jam,

    the "porting" could be not so easy, the skyrim engine is an updated versione of the fallout new vegas engine, and you will need to find the new functions offsets, and probably a lot of files will have different offsets.
    Probably you can find a LOT of things on the tes5 mod wiki (for skyrim offsets etc.) but i think a port will take a lot of time, also the fallout engine is a hybrid of oblivion and skyrim engines, so.... i think you should think a lot about it before starting the porting, it could start well and then you may realize that's not possible

    Roby

  5. #15
    hmmm thanks roby, at least now i know what to go after, you have given me a lot to think about thankyou again

  6. #16
    Member Silentfood's Avatar
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    Quote Originally Posted by roby65 View Post
    Hi Jam,

    the "porting" could be not so easy, the skyrim engine is an updated versione of the fallout new vegas engine, and you will need to find the new functions offsets, and probably a lot of files will have different offsets.
    Probably you can find a LOT of things on the tes5 mod wiki (for skyrim offsets etc.) but i think a port will take a lot of time, also the fallout engine is a hybrid of oblivion and skyrim engines, so.... i think you should think a lot about it before starting the porting, it could start well and then you may realize that's not possible

    Roby
    It's not even an updated version, it's a massive difference in every way. It's like butter compared to margarine.

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