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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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Posté(e)

Izual voila .log du 4000 (dx9): 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. SoundMngr::LoadOGG - File<.\data\sound\music\TheLifeAfterIntroSlideEN.ogg> not found. SoundMngr::Load - Unable to load sound. SoundMngr::LoadOGG - File<.\data\sound\music\01 - No Fate No Fear.ogg> not found. SoundMngr::Load - Unable to load sound. 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<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. N'étant pas un expert mais ayant vu çela je pense que ça viens de là : SoundMngr::LoadOGG - File<.\data\sound\music\TheLifeAfterIntroSlideEN.ogg> not found. SoundMngr::Load - Unable to load sound. SoundMngr::LoadOGG - File<.\data\sound\music\01 - No Fate No Fear.ogg> not found. SoundMngr::Load - Unable to load sound. Network init... Connecting to server <94.103.86.46:4000>. Connecting Ok. Network init successful. CFEngine::NetInput - Socket is closed. Disconnect...

Posté(e)

Hum, je ne suis pas un expert non plus. Je transmettrai le log aux devs, on verra ce qu'ils disent.

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.


Un sondage a déjà été ouvert dans le forum Cajuns à ce propos, et nos joueurs nous ont bien montré leur attachement (pas toujours justifié mais chacun ses goûts) pour 2238. C'est pourquoi il me parait inutile d'annoncer partout une migration, surtout pour peut-être quelques heures seulement. Fourbissons nos armes, la guerre nous attend, elle augmente sans cesse en intensité, nous devons nous armer de courage.
Posté(e)

gros changement maintenant ça marche avec le normal et en plus je me connecte en moins d'1 sec ! et aussi comment respawner ?

Posté(e)

Un sondage a déjà été ouvert dans le forum Cajuns à ce propos, et nos joueurs nous ont bien montré leur attachement (pas toujours justifié mais chacun ses goûts) pour 2238. C'est pourquoi il me parait inutile d'annoncer partout une migration, surtout pour peut-être quelques heures seulement. Fourbissons nos armes, la guerre nous attend, elle augmente sans cesse en intensité, nous devons nous armer de courage.


Ok merci Shanga. Patience donc...

gros changement maintenant ça marche avec le normal et en plus je me connecte en moins d'1 sec !
et aussi comment respawner ?


Y'a pas de serveur "normal", y'a celui sur lequel on joue, le 2238, et l'autre, le 4000. Le 2238 est off depuis plusieurs jours, tandis que l'autre n'a pas cessé de fonctionner, et est donc jouable.

Et pour respawner bin t'attends une fois que t'es mort. Appuie deux fois sur "P" pour ouvrir ton Pip-Boy et voir combien de temps il te reste à attendre (ligne "Replication").

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 !

Posté(e)

je parlais à Izual et je parlais de l'exe normal et pour le 4000 en disant ça


Ah merde désolé. J'suis à la ramasse en ce moment. Du coup j'ai (encore) l'air con ^^

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 !

Posté(e)
  • Auteur

le serveur est bien up, apparement le problème venait du disque dur et oui leur nouveau serveur est bien hébergé en france (par OVH). L'updateur fonctionne très bien, il te suffit de mettre la bonne adresse ip : 94.23.237.127 port 4040 (updater) et port 2238 pour le jeu (config)

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

Posté(e)

Négatif pour moi Hawk, l'updater ne prend rien, et je n'ai pas de connexion au serveur.

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

Posté(e)

Hmm depuis le up je trouve que lorsqu'on regarde un endroit avec plein d'objets sa lag, comme si votre PC était pas assez performant pour l'affiché...

Posté(e)

Vous connaissez DX11 ? je l'ai sur 2 de mes trois ordis (version XP) mais ps sur celui ou je suis. aussi avant c'était pixelisé et maintenant c'est bien modélisé et texturé !

  • 2 semaines après...
Posté(e)

Arffff une journée que je croyais consacrer à pexer avec mon perso tout neuf lvl5 qui dechire bien (je venais de me buter 10 press gang pour ceux qui connaissent !!! ) et je suis la a me mater des episodes de Conan le fils du futur !!!! :sad:

Tuons les tous, dieu fera le tri...

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