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Downtimes / Changelogs / Opérations à la truelle sur FOnline 2238

Posté(e)

Ce sujet sera destiné à répertorier les downtime (serveur off) et les modifications récentes sur le serveur.

Je répertorie tous les changelog sur le premier post :

Source



Wed Aug 19, 2009 10:43

- Added Sledgehammer, Hatchet and Radio to FixBoy list
- Added tools quest NPCs to almost every town; they'll give you a small quest, reward are crafting tools
- Traders can store more raw materials now
- Added Multi-Tool to some traders



Thu Aug 20, 2009 13:03


FIXES:
- LAG.

(SMALL) FEATURES:
> Radio price adjusted, and additionally it requires electronic parts now in order to be crafted
> Fixed bug with Skeeve in Vault City where you could receive Day Pass for nothing, choosing the line with 2000$
> Added dialog option for mercs to push them
> Free running while in combat (not final version)



Thu Aug 20, 2009 22:25

FIXES:
> Removed transparency for some hotel doors, now they can be seen and closed
> Reduced SMG damage by 1
> Cars won't reveal position of your base now
> Fixed following Brahmin description
> Encounters fixes



Tue Aug 25, 2009 8:51

(SMALL) FEATURES:
> Some towns have more than one entry point now (click on town/world on world map). More come in future updates.
> New trader in NCR / Bazaar.
> For now, crippled limbs after respawn disabled.
> Like always, many script fixes.



Tue Aug 25, 2009 23:43

FIXES:
> weakening timeout divided by two
> "vs" encounters now attack players too (after they deal with previous group, or even before)
> verbose vs brief combat display fix
> extra crippling chance reduced by half
> fair checks of traps/steal against guards perception (success means that the activity was not noticed)

(SMALL) FEATURES:
> A little simple quest to deliver meat jerkys to kebab vendor in NCR from Grishem in Modoc.
> doctor skill will now have the ability of removing weakening timeout

CHANGES (WIP):
> ncr map updates
> areas outside the gates of junktown and ncr, as well as vc courtyard are now more pvp-friendly (guards are more forgiving to stealing etc., depending on location)



Thu Aug 27, 2009 21:17

FIXES:
> some typos
> a lot map updates
> guard script updates
> small fixes in some other scripts (radiation/ replication stat bug, etc.)



Sun Aug 30, 2009 2:49


Server has been full-wiped. You need to create a new character before you can start playing again.

FIXES:
- radiation/replication stat bug
- wandering critters shouldn't go too far away from their home positions
- Bags for mercs re-enabled
- Added fixed status to repair table quest.
- unlimited brahmin followers bug fix

CHANGES (WIP):
- player can now obtain many professions, but total level (sum of all acquired professions) can't be greater than 3.
- new encounter maps
- Traders get more money now
- Boosting Ammo produced by 3
- Players can see when someone is searching their pockets with steal (same check as guards)
- Dynamite and plastic explosives lowered on traders.
- various map updates

IMPORTANT:
- download additional dat file!!! (HERE)
This file is very important and needs to be in your FOnline client folder or you will have missing graphics while playing!

Put the faction001.dat file into your FOnline client folder and that's it. The file is only a few kb small, so it is really not a big deal.



Tue Sep 01, 2009 0:08

FIXES:
- "Unlimited Steal" exploit should be fixed in towns.

(SMALL) FEATURES:
- Added craftable lock item, that one can use to lock container. The complexity depends on crafter' lockpick skill.
- Armor is lost on certain death types(explosion, plasma melt, pulse incineration), on other critical deaths it's heavily damaged
- Items in encounters are deteriorated too (very high deterioration, and high number of breakages)
- town npcs don't drop items on death

CHANGES (WIP):
- increased centaurs and floaters speed



Sat Sep 05, 2009 11:18


FIXES:
- Items from encounters have now properly displayed their breakage level (not only deterioration). The level itself is little more variable, but it's pretty high.
- Fixed Rose dialog, so now you can pay next rent for your room.
- Drug addictions no longer fade on death. Addiction length reduced.
- Encounter guard/town guard fixes

(SMALL) FEATURES:
- Description for slavers



Sat Sep 05, 2009 19:54

IMPORTANT:
- The client has been updated. It is needed to download the latest patch.

You can grab the archive here. The archive includes also the latest patch. So if you are new to FOnline: 2238, you don't need to download the last patch.

A changelog will follow soon.



Sat Sep 05, 2009 21:21


FIXES:
- Critters should now use running animations in turn based combat, if this is possible for them.

(SMALL) FEATURES:
- Flagging is now visibile via name color. Red players are ones that have been flagged for either stealing/killing someone that was not flagged. For now, flags will be dropped upon death.



Sun Sep 06, 2009 23:39


FIXES:
- Fixed breakage count of items in encounters
- A lot map fixes, just like always
- A lot script fixes, just like always²

(SMALL) FEATURES:
- Added a new quest in the north of the wasteland, by RoadWarrior!
- Tracking feature activated (a bit buggy right now. In 4 of 5 tries it doesn't work.)

IMPORTANT:
- Using the new update tool is now needed. You can grab it here.



Thu Sep 10, 2009 20:12


FIXES:
- A lot map fixes
- Guard script fixes
- Encounters items deterioration revisited
- Fixed geiger counter text messages
- Tracking roll fix:
* trackerRoll < trackedRoll + 25: tracked gots message that he's followed
* trackerRoll + 25 < trackedRoll: tracker looses track



Sat Sep 12, 2009 1:07


FIXES:
- Map fixes
- Ghostfarm production facilities fixed

(SMALL) FEATURES:
- Added new graphics (with upcoming client update)
- Changed Broken Hills a bit
- Remove flagging in the specific location where the crime was commited based on time, 60 min+5 min*level currently.
- You can only sneak when not seen by other players.

CHANGES (WIP):
- Travelspeed increased on the worldmap.
- Only "good" drugs (stimpaks, radaways) are allowed to be used on others
- Timeouts aren't dropped when player is revived



Sat Sep 12, 2009 12:18


FIXES:
- When you logout on the worldmap with your followers, they shouldn't disappear anymore.
- Production facilities buffer again (it was entirely different issue, should be fixed now)
- Follower corpses are removed now properly after 10 minutes

CHANGES (WIP):
- Default respawn time for NPCs which don't have it assigned is 10 minutes.



Sat Sep 12, 2009 15:12


FIXES:
- A bit longer time for dead followers corpse removal

RECOMMENDATIONS:
- Use update tool to get the new faction001.dat or you can't see the new graphics.



Mon Sep 14, 2009 18:52


FIXES:
- TC reward containers should be openable even if someone deliberately locked them.
- You can enter sneak mode if seen by your teammates.
- Faction001.dat fixed. Use the update tool to update it.
- weakened timeout can be now ended using doctor skill.

(SMALL) FEATURES:
- The primitive tool has now its own inventory image.
- The old shovel has now its own inventory image too.

CHANGES (WIP):
- Lowered the level of dog mercs.



Mon Sep 14, 2009 23:36


RECOMMENDATIONS:
- Use updater once again. Faction001.dat has been fixed... once again.



Thu Sep 17, 2009 18:52


FIXES:
- Cars no longer gives experience for repair when repair was not needed
- Fixed TC containers
- Doubled antiblock time

(SMALL) FEATURES:
- Negotiation. That's need to be just tested if it will do against pkers, or whether it become major problem/source of exploits. Basically, after someone gets attacked(and he's not in combat mode already), he/she enters 'negotiation' mode, and is invulnerable for some time (negotiation timeout - calculated basing of speech skill and charisma). After the timeout ends, opponents may finish him while he's still near. After it ends, it is blocked for one real-minute, so one can't be invulnerable infinitely. During negotiation one cannot use items/skills.

RECOMMENDATIONS:
- faction001.dat updated again. Use updater



Fri Sep 18, 2009 10:52


(SMALL) FEATURES:
- Map entrance timeout (15 seconds - 5 seconds or even more from it might be eaten by loading time), that gives a chance to look around. For now it works for worldmap grids and green grids as well.

pour me contacter: [email protected] -> [email protected]

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Featured Replies

Posté(e)

bon pour l'updater c'est bon je verrais tt à l'heure mais pourquoi tu m'as dit de supprimer FOconfig ? Update fini mais le script de base se lance pas si j lance pas DX9 à la création de compte ya marqué ERROR partout ! Voila ce qu'il y a marqué dans FOnline.log : Starting FOnline... FEngine Initialization... DInput init... DInput init success. Sprite manager initialization... Sprite manager initialization complete. Sound manager initialization... Sound manager initialization success. Loaded<102> critter types. Resource manager initialization... Resource manager initialization complete. Init iface... Load data. Load sprites. Load sounds. Init iface success Object manager init... Object manager init success. Hex field initialization... Hex field initialization success. FEngine Initialization complete. 100 Network init... Connecting to server <94.23.237.127:2238>. Connecting Ok. Network init successful. CFEngine::NetInput - Socket is closed. Disconnect... Traffic transfered statistics, in bytes: Send<167> Receive<0> Sum<167>. ReceiveReal<0>. Disconnect success. FEngine finish... Disconnect... Traffic transfered statistics, in bytes: Send<167> Receive<0> Sum<167>. ReceiveReal<0>. Disconnect success. Resource manager finish... Resource manager finish complete. Hex field finish... Hex field finish complete. Sprite manager finish... Sprite manager finish complete. Sound manager finish. Sound manager finish complete. FEngine finish complete. FOnline finished. Ya rien de bizarre la-dedans ?

Posté(e)

Par contre moi c'est dans le cul Lulu, IP et tout le reste correct, mais pas de connexion possible...

La vie ne tient qu'à un fil. Et Saint Mu a les ciseaux en mains. :angry:

Posté(e)

Oui, le serveur est off.

Posté(e)

Une assez bonne nouvelle étant donné la quantité de bugs qui étaient là. EDIT : Rattrapage, c'est pas une si bonne nouvelle, leur nouveau forum est inaccessible. Serait-il héberger sur le serveur de jeu ? (j'espère que c'est pas trop niais comme question)

Posté(e)

cherchez le bug... a l'aide (4000) : tarting FOnline... FEngine Initialization... DInput init... DInput init success. Sprite manager initialization... Sprite manager initialization complete. Sound manager initialization... Sound manager initialization success. Loaded<102> critter types. Resource manager initialization... Resource manager initialization complete. Init iface... Load data. Load sprites. Load sounds. Init iface success Object manager init... Object manager init success. Hex field initialization... Hex field initialization success. FEngine Initialization complete. 100 Check registration data...Ok. Network init... Connecting to server <94.103.86.46:4000>. Connecting Ok. Network init successful. Player registration...Ok. CFEngine::NetInput - Socket is closed. Disconnect... Traffic transfered statistics, in bytes: Send<111> Receive<0> Sum<111>. ReceiveReal<0>. Disconnect success. Network init... Connecting to server <94.103.86.46:4000>. Connecting Ok. Network init successful. CFEngine::NetInput - Socket is closed. Disconnect... Traffic transfered statistics, in bytes: Send<278> Receive<0> Sum<278>. ReceiveReal<0>. Disconnect success. SoundMngr::Streaming - Unable to stream sound. FEngine finish... Disconnect... Traffic transfered statistics, in bytes: Send<278> Receive<0> Sum<278>. ReceiveReal<0>. Disconnect success. Resource manager finish... Resource manager finish complete. Hex field finish... Hex field finish complete. Sprite manager finish... Sprite manager finish complete. Sound manager finish. Sound manager finish complete. FEngine finish complete. FOnline finished.

Posté(e)

Pour le moment Flofrou, le serveur est bel et bien down.

Dans ce que tu as mis, je ne vois rien de particulier.

Tu dis que tu dois, pour lancer Fallout Online, exécuter le FOdx9.exe ? C'est étonnant ça, puisque chez moi, le lancement de FOConfig.exe suffit. En plus, tu as un tas d'option paramétrable avec ce dernier.

Et à tout hasard, quand est-il du poids de ton fichier Updater.exe? 687 KiloBytes chez moi. Et hier matin il fonctionnait bien, quand il n'y avait pas de down encore.

Le monde se divise en deux mon ami, ceux qui ont le Revolver et ceux qui creuse. Toi... Tu creuses...

Posté(e)

Mon fichier fait 2,49 MO (je crois que c'est pareil) et voila mon .log :
Starting FOnline...

FEngine Initialization...
DInput init...
DInput init success.
Sprite manager initialization...
Sprite manager initialization complete.
Sound manager initialization...
Sound manager initialization success.
Loaded<102> critter types.
Resource manager initialization...
Resource manager initialization complete.
CFEngine::ReloadScripts - Main script section not found in MSG.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Init iface...
Load data.
<TViewWMain> signature not found
<TViewBBack> signature not found
<TViewBEnter> signature not found
<TViewBContours> signature not found
Load sprites.
<TViewWMainPic> signature not found.
<TViewBBackPicDn> signature not found.
<TViewBEnterPicDn> signature not found.
<TViewBContoursPicDn> signature not found.
<GmapPTownInPic> signature not found.
<GmapPTownInPicDn> signature not found.
<GmapPTownInPicMask> signature not found.
<GmapPTownViewPic> signature not found.
<GmapPTownViewPicDn> signature not found.
<GmapPTownViewPicMask> signature not found.
Load sounds.
Init iface success
Object manager init...
Object manager init success.
CMrFixit::LoadCrafts - Craft<13> string<!PID_ANTIDODE@For preparation of antidote take the tail of Scorpio and some vodka, or smth like that.@1 1 1 7 1 20 1 0 1 1 1 7 1 25 1 0 2 92 125 2 1 1 2 0 0 0 0 1 0 1 49 1 1 > load fail.
CMrFixit::LoadCrafts - Craft<43> string<!PID_FRAG_GRENADE@With a help of easy manipulations from a flare and a Molotova coctail you can make a grenade.@2 1 1 2 12 11 2 45 35 2 0 0 4 1 1 1 1 4 12 13 5 11 4 50 40 40 40 4 0 0 0 0 2 79 159 2 1 1 2 0 0 0 0 1 0 1 25 1 1 > load fail.
CMrFixit::LoadCrafts - Craft<44> string<!PID_PLASMA_GRENADE@The secret alien technologies...@2 1 1 2 12 11 2 60 35 2 0 0 5 1 1 1 1 1 5 12 13 5 2 11 5 60 40 50 40 40 5 0 0 0 0 0 2 79 25 2 1 1 2 0 0 0 0 1 0 1 26 1 1 > load fail.
CMrFixit::LoadCrafts - Craft<45> string<!PID_RADAWAY@Adding a RAD X to a stimpak we'll get the drug for taking some radiation out of an organism.@2 1 1 2 12 6 2 50 40 2 0 0 3 1 1 1 3 12 6 7 3 60 50 40 3 0 0 0 2 109 40 2 1 1 2 0 0 0 0 1 0 1 48 1 1 > load fail.
CMrFixit::LoadCrafts - Craft<46> string<!PID_MOTOR@By using this parts you can make a little motor.@2 1 1 2 12 13 2 40 50 2 0 0 2 1 1 2 12 13 2 50 70 2 0 0 2 39 98 2 1 1 2 0 0 0 0 1 0 1 89 1 1 > load fail.
CMrFixit::LoadCrafts - Craft<48> string<!PID_10MM_JHP@We re-fuse 3 bottle lids in a 1 shell, inundate there an air-gas and cartridge is ready.@1 1 1 0 1 60 1 0 3 1 1 1 3 0 13 12 3 70 80 100 3 0 0 0 2 41 159 2 99 1 2 0 0 0 0 1 0 1 29 1 33 > load fail.
CMrFixit::LoadCrafts - Craft<49> string<!PID_SHOTGUN_SHELLS@Do cartridges for a shot-gun, filling them with every junk.@1 1 1 0 1 90 1 0 3 1 1 1 3 0 13 12 3 100 100 110 3 0 0 0 2 41 98 2 50 2 2 0 0 0 0 1 0 1 95 1 20 > load fail.
CMrFixit::LoadCrafts - Craft<50> string<!PID_5MM_JHP@Smelt the shell of 5mm from bottle lids, inundate in it mixture from the cocktail of Molotova.@1 1 1 1 1 90 1 0 3 1 1 1 3 1 13 12 3 100 100 110 3 0 0 0 2 41 159 2 150 2 2 0 0 0 0 1 0 1 35 1 50 > load fail.
Hex field initialization...
Hex field initialization success.
FEngine Initialization complete.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
Script::PrepareContext - Invalid bind id<0>.
etc...(environ 100 000 lignes de plus au millions près)
FEngine finish...
Disconnect...
Traffic transfered statistics, in bytes:
Send<0> Receive<0> Sum<0>.
ReceiveReal<0>.
Disconnect success.
Resource manager finish...
Resource manager finish complete.
Hex field finish...
Hex field finish complete.
Sprite manager finish...
Sprite manager finish complete.
Sound manager finish.
Sound manager finish complete.
FEngine finish complete.
FOnline finished.
(si je lance le normal ça me mets error à toute les écritures lors de la création de perso)

Posté(e)

As tu chargé le cache ?

Posté(e)

Tu as fait l'update plusieurs fois ? (94.23.237.127 port 4040). Il bug un peu, c'est probablement ça.

Posté(e)

Ma dernière idée : Fichiers .dat corrompus.

Posté(e)

Les miens pèsent pareil mais on ne sait jamais. Mon conseil est de télécharger le Full Fonline et de runner l'updater. Pour les fichiers .dat tu trouveras le lien dans le topic d'installation de Fonline sur ce forum.

Posté(e)

Je pense que c'est http://dl.free.fr/bP6HBl4As

Posté(e)

J'espère =p Mais pour l'instant, serveur mort oblige, personne ne peut jouer.

Posté(e)

Pour introduire, je n'ai pas la lucidité nécessaire en ce moment pour décider d'une hypothétique décision (hum... tournure étrange). Et je n'ai pas non plus la lucidité nécessaire pour savoir dans quel topic placer ce post. Bref, modos, à vous de voir. Comme l'a dit Heckler, je me demande quand le serveur 2238 sera de nouveau opérationnel, et je ne doute pas que toi Izual, ou HawK, ou un autre, nous en informera en temps voulu. J'ai fait, depuis mon "retour" (entre guillemets car antérieur à 24H), un perso sur le 4000 et du coup je me suis dis que, tant qu'à faire, pourquoi ne pas décider d'un changement de serveur provisoire (comme au "bon vieux temps du 4000"), d'ici à ce que le serveur 2238 soit (de nouveau...) jouable. Je crois bien que l'idée à déjà été évoquée, mais autant annoncer officiellement ce changement. Bon ok, après on ne sait pas combien de temps va durer la maintenance du 2238, mais "autant prévoir que guéroir" comme on dit. Je demande donc à tous les membres hauts-placés de la team, ainsi qu'à toute la North Alliance (tant qu'à faire) de débattre sur ce sujet. On a voulu Fallout en ligne, dans ce cas pourquoi arrêter nos activités à cause de problèmes de notre serveur ? Le 4000 est certes, de un très différent du 2238, et de deux, très différent de ce qu'il était au tout début de l'OB3, il n'en demeure pas moins le seul serveur jouable à l'heure actuelle (4H00 en l'occurence). Merci d'avoir lu, et que personne n'hésite à plussoyer ou démonter mon post.

Let me tell you something 'bout the government -
They fucking up the environment -
They taking all the fucking beautiful animals -
And making them fucking EXTIIINCT !

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