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Liste des sujets

Fallout 3 va bien sortir :-)

konkiller
konkiller
Niveau 8
02 novembre 2003 à 12:56:38

Oui mais ca c la rumeur du 9 juin hautement celébre.
Désolé les gars de ne pas m´etre manifésté plus souvent, mais mon année est bien difficile. Vu que je ne veux pas devenir un pisseur de codes, je dois faire plein de trucs à coté. Enfin bon je vais pas devoiler toute ma vie inninteressante ici.

EN clair, les gars du site polonais ne m´ont pas rappelé, ni m´en envoyé de mails. De toute facon vu le temps que je passe en ce moment sur les cours, je sais pas quand est ce que je pourrais traduire tout ca.

Quelques NEWS si vous voulez savoir.

Fallout 3 est bien en préparation, et ce n´est pas une naiveté de ma part, je ne vais prendre ce genre de responsabilités si ct bidon. Surtout j´oserais pas dire ces genres de choses à la legere, sachant que autant que vous j´attends ce jeu.

Je m´engage à chaque fois a poster ici les nouvelles news du site, traduit rapidement par ma part en direct live LOL
Comme ca tout le monde est content et moi je peux bosser sans passer 15 heures a faire du html

BigJesus
BigJesus
Niveau 5
02 novembre 2003 à 16:44:19

Salut Kon. Y´aurait-il la moindre chance que tu nous traduise avec amour ces merveilleux site en Francais ou Anglais?! Si tu pouvais même l´envoyer sur le site de Renesco ce serait parfait! Merci..

BigJesus
BigJesus
Niveau 5
02 novembre 2003 à 16:46:05

( Sur une des photo je crois apercevoir ce bon vieux Marcus!! Est-ce possible?)

Treziak
Treziak
Niveau 10
13 novembre 2003 à 11:40:31

snif... je ne ve po y croire... ce serait trop bo... un fallout 3... bon, on pe tjrs esperer, ms perso, je me suis fait une raison et garde une grande place ds mon ptit coeur de gamer a fallout 2... et quitte a ce kil y ait un 3, vo mieu kil soit super... enfin c ce ke je pense... ms bon...

TK_AK
TK_AK
Niveau 10
30 novembre 2003 à 13:12:02

Y a du neuf ou pas ? y autre chose que le vieux artwork ?

samibi
samibi
Niveau 10
01 décembre 2003 à 11:20:59

A part la série d´Artworks...nan

Pr ceux qui ne seraient tjrs pas au courant: http://www.duckandcover.net/gallery/gallery.cgi?Category=100028

TournaMan
TournaMan
Niveau 10
04 décembre 2003 à 22:45:39

fallout 3 je le sens mal, il sera sans doute en 3D basé graphisme... pourri koi...

konkiller
konkiller
Niveau 8
05 décembre 2003 à 22:51:19

DE LA BONNE LECTURE POUR LES ANGLOPHONES

1-General Info and misc stuff
This game has the code name Project Van Buren. Since the BIS devs have been talking about Fallout3 features is that
enough to say that that Van Buren is really Fallout3, while you can`t announce it yet?
What, like posting concept art, rules systems, races, and the like isn´t? No big mystary here.
If O.J. Simpson had as much circumstantial evidence about his case asthis project has had posted on this board
( edit:BIS board) and fan sites, then he´d be picking up his soap with his toes right now... maybe that´s a bad example, but you get the point.
When can we expect an official announcement for what game Van Buren is?

I have no idea. Those decisions are not up to development.

What’s the ESBR rating?

We´re making Van Buren as an M game.
What’s the production timetable for Fallout 3?
We have longer than the IWD2 cycle, even after it was postponed.
Will there be a car in Fallout 3?

I would like to see another car in a Fallout sequel. The car was useful and not crazy OMG powerful or " unrealistic", even within the setting. However, there probably should be only one car or possibly two ( big and slow vs. small and fast).

However, Fallout 3 will probably have other... alternate means of transportation.

How about motorcycles?

Motorcycles running on SECs or MFCs are just as feasible as a Highwayman, but there is always the companion NPC problem.
You could only carry three, max, even with a sidecar.
Where will the main story be located?

The Van Buren storyline has been pretty well defined. The manner in which the game starts allows the PC to be from almost anywhere in the game world.

Will the player be able to pick multiple races?

No.
Why?

It wouldn´t really " screw the story up", but it would certainly have a significant impact on the humanity-centric themes of Fallout games. One could argue that having ghouls and super mutants as protagonists in a story that explores human nature as a theme would be interesting -- it certainly could be, IMO. After all, ghouls and super mutants both started out as humans, so it´s not like such themes would be totally inappropriate for them.

But the animations -- that´s a lot of animations. Super mutants can´t simply work as a morph of a standard human model. Their posture is completely different, and their limbs are so huge that it would cause clipping problems anyway ( massively re-work every exported animation). My list of PC animations is about 180. " Monster" animation lists are normally much smaller ( 20 or less). So... it´s not trivial.

Will there be talking animals in Fallout 3?

There will be no talking animals or plants in Van Buren.

Will there be many pop culture references like in Fallout 2?

There will be no pop culture references in any " ordinary" locations, though there may be one or two in extremely rare random encounters. Humor is part of the Fallout setting, though its use should certainly be more like Fallout than Fallout 2, IMO.

If another Fallout game were ever made and you just happened to be the lead designer by chance, would it continue with the bloodline of the Vault Dweller / Chosen One?

Probably not.

Would the game be a sequel, prequel or neither if you had the choice?

I´d make it a sequel. I suspect most of the old time players would like to see how life in the wasteland has evolved since the destruction of most of the Enclave. A prequel could be cool but -- not right now.

Will there be a toolset/ editor for Van Buren?

No
Q: Why not?

Creating a suite of editors for the gaming populous is far more of a challenge than creating them for game developers. Game devs are used to using command line tools, and esoteric interfaces. Plus it´s our job. We have to use the tools given us. If we release those tools as is ( assuming we decoupled the editors from the database and fileserver) the percentage of gamers that had the desire to use the tools AND of those had the time to use the tools AND of those had the drive to learn to use the tools AND of those that actually finish a mod...

Q: Is there a chance that somewhere down the line that after the game is released, a toolset might be released?

I don´t know, but I´m 99.999999% sure that if I ask I´ll get a response of, " Maybe." I would definitely hold off on asking until after the game is out.
Who will be doing the music for the game?

Van Buren is currently composer free. It´ll be a while before we get to the music part of the game.

Will the Enclave be featured in Fallout 3?

In short, no Enclave organization, no Enclave bases, no Enclave storyline. Just fragments of their existence scattered across the wasteland
How will CNPC’s be handled in Fallout 3?
1) By default, CNPCs ( companion NPCs) are controlled by the computer.

2) CNPCs have an options screen similar to the one in FO2 that allows the player to define broad behavior patterns for the CNPC.

3) Outside of combat, the player always has access to the inventory of a CNPC. Their inventory screen looks like the main character´s inventory screen.

4) The CNPCs have scripts that, among other things, define idiosyncratic behavior for those characters. E.g.: Sulik hates slavers, so when he sees characters marked as slavers, he gets LUDACRIS and ACTS A FOOL, possibly attacking them and definitely devoting all attention to them in combat. Battery gets angry at robots and machines, and being around them makes him generally belligerent, likely to beat people with a huge wrench rather than evaluate the situation sensibly.

5) When CNPCs are in the party, they get their own selection buttons on the interface as in FO:T. Selecting them allows the player to have basic movement, inventory, and skill use control over them. ONE AT A TIME. CNPCS not under current control out of combat follow the leader as usual.

6) Also, one button appears next to the CNPC tabs that is a toggle: AUTOMATIC/MANUAL. It can be clicked at any time, though its effects only come into play when it´s a CNPC´s turn to act. If the toggle is set to MANUAL, the CNPC´s script and the current situations are then compared to a PC´s speech skill in a check. If the CNPC is generally easygoing and is not flipping out due to wounds/intense hatred for current enemies/being high on psycho, the level of the speech skill required to exercise control is relatively low. Otherwise, the requirements get pretty high. At any time, the player can attempt to control his or her CNPCs manually as individuals, but they aren´t required to, and they simply may not be able to due to their own shortcomings as a leader or the inherently independent/crazy nature of their allies.

You´ll be able to control their inventory to better effect than in FO2, and we´re toying with the option of giving orders to CNPC´s during combat; basically right clicking on the CNPC, getting a menu of commands like attack X target, stand down, move to X, etc. We´re even debating whether those commands are based on Speech skills like Persuade. But control like in an IE game, no.

Will we have piecemeal armor?

There were a lot of cases where it seemed like a stretch to justify items for the available slots -- and many of them were just subdivisions of other, complete armor types. However, there´s plenty of stuff you can equip in a head slot other than just " helmets". Also, when you multiply six damage type damage thresholds times six body parts ( head, eyes, torso, groin, arms, legs) you get 36 different DTs that the player has to monitor and track. It´s just a lot of information to process, and you don´t seem to be gaining a huge amount out of it. But if the difference is just between head/eyes DTs and torso/groin/arms/legs DTs, it´s a lot easier to digest, and your equipment choices become more involved.

Do you want to wear the gas mask, which can protect against poisonous vapors in the abandoned mines, or do you want to wear a combat helmet just in case bad things try to claw your face off?

Is a Fatigue stat going to appear?

I have suggested a Fatigue stat. Fatigue isn´t something you accrue by doing mundane things. It increases as you do things like come down from chems ( and super-stims), perform extremely strenuous actions ( unarmed combos), and " bash" damage that´s a portion of the damage absorbed by armor.It goes up, hit points go down. Fatigue is lowered by your Healing Rate every round. If your Fatigue passes your current hit points, momma said knock you out. When your Fatigue drops below your current hit points, you wake up again.

Thoughts on Power Armor?

I believe it should have its own weight since you get a ST bonus while wearing it.
It should be very hard to Sneak in power armor. More and more, I like the slightly more detailed armor breakdown of body/head.
That would allow a separate power armor helmet. However, if a character is wearing power armor without a helmet,
I think it should still show the blue arming-cap style headwear.
Power armor should look almost identical to the PA in the original game.

konkiller
konkiller
Niveau 8
05 décembre 2003 à 22:52:02

2-Graphics and the " Jefferson" engine

Will the engine used in Van Buren capture the atmosphere of the universe it will entail?

Yes. I think it already does. The engine is capable of rendering very detailed scenes. In giving demos to people, I often forget to rotate the camera early one. A few people have asked, five minutes in, " So are only the characters 3D? I thought the whole engine was 3D.” 2D scenes will always have pixel-perfect accuracy, of course, but if our engine is good enough to make a number of people think they´re viewing a 2D scene, that´s not too bad. So, it will really come down to the style and quality of the art that our team produces. They are capable of some great stuff, so I have no doubt that we will be able to capture the appropriate atmosphere-J.E. Sawyer

DirectX, optimized for NVIDIA cards ( currently GeForce 2 +) with best visuals from a GeForce 3 +. Mostly static geometry with pre-burned lightmaps altered by dynamic lights. Dynamic objects have dynamic volumetric shadows, but the user can bump that down to drop shadows if they want. Polygon counts on characters are typically in the 1,000-1,300 range. Most human-sized PCs use a single 256x256 texture that is stitched together from all of their individual skin/hair/equipment textures at runtime. Creatures that are generally more " static" use a single texture that is not stitched. Size varies.

What about a fixed isometric camera perspective like the originals?
The camera is locked at an angle. Moving the mouse to the edges of the
screen results in panning. Right and left arrow rotate the camera around its
focus on the terrain by 45 degrees. Up and down arrow go to directly
overhead and back down to 38.5 ( IIRC) degrees, respectivel

Will Fallout 3 feature a list of portraits I can choose from like in Fallout Tactics?

Van Buren will feature no portaits, but players will be able to see a pretty detailed, up-to-date model of their party members on the character sheet and inventory screens.

Will you be able to customize your characters appearance?

· You will have control over the following basic attributes:

  • Build ( normal, wiry, strong, fat)
  • Skin color/texture ( a number of variants within a number of different " races")
  • Hair style
  • Facial hair style
  • Hair color

· Even before adding equipment, you should be able to get a lot of variation.

There might be two or three textures per general skin tone. For instance, if there were three Caucasian/white skin tones, one might be grizzled and tough looking, a little on the tan side, one might be young and wide-eyed, and the last might be pale and sinister looking.

I´m seeing a lot of requests for more than a handful of different human skins ( and I agree), so let me clear something up - hopefully. Since we are using a new engine for " Van Buren," the same rules that apply for PC visual customizations applies to the human NPC´s. Different clothes, skin colors, hair, height, fat, skinny, muscular, etc., all apply. The only time you would really see any clothing repeats are for humans in uniform. Hope this helps

Will appearance affect stats?

No. It´s up to the player to pick a character appearance that they believe fits the character´s stats and their personal preferences.
If someone wanted to make an incredibly strong, clumsy person with a wiry frame, that´s their choice.
Will there be “talking heads” in Van Buren like those seen in Fallout 1 and 2?

I don´t think we´ve ever stated that we were definitely cutting talking heads. The technology that BIS had when making FO/FO2 was pretty primitive compared to what´s available now. Even if the artists just worked straight through Lightwave or Max, it would be a lot easier now than it was then. That said, it´s not definite that they will be in, either.

What are the benefits of using a full 3D engine as opposed to using an engine like Fallout Tactics: Brotherhood of Steel, which had 3D sprites on pre-rendered backgrounds?

Well, for one thing, it gives the player more ways to view and interact with the environment. 2D isometric engines can cause the player to struggle when attempting to interact with things in the environment due to occlusion of walkable terrain behind foreground objects and " wall backs". A fully 3D environment also allows for a more cinematic use of the camera in cutscenes.
Instead of simply having to scroll back and forth or go to a pre-rendered FMV, a 3D engine can move the in-game camera on three axes, change FOV, and other nifty tricks.

Of course, the benefits of fully 3D character models is versatility for
equipment socketing and animation. Adding a new animation onto a layered sprite character is a time-consuming process that involves rendering out each frame of the animation for each equipment combo the character can have during that animation. That problem is entirely avoided in 3D with the proper setup. A character with dozens of different equipment combinations can have an animation added with almost no difficulty.

What about a zoom function?

Yes, you can zoom in and out within constraints. It can be as close as NWN
or almost as far out as an RTS like Age of Mythology.
What about “fog of war”? ( Fog of war is what they had in Baldur`s Gate)

I am hoping that we will not have a fog of war, but a " dim haze of war" --
areas slightly dimmed where your character does not have line/extent of
sight. The haze of war would hide NPCs, but that´s about it. So, you can
always zoom out to the same distance, but what characters you see is always
limited by the haze of war.

konkiller
konkiller
Niveau 8
05 décembre 2003 à 22:53:16

4-Combat

Will the next Fallout be turn-based, or will it be real-time?
A Fallout sequel would almost assuredly have a turn-based mode and a real-time with pause mode, toggled outside of combat.

Why?

Real-time vs. turn-based combat isn´t an aspect of character development, but it is an aspect of gameplay. Some people don´t like playing through combat, even in a good system. Some people absolutely hate dialogue, even when it´s well written. To accommodate different types of players, we do need to spread our resources.

Won’t that take a lot of time and cause balancing issues?

Summary: yes, balancing real-time and turn-based will take time. Yes, real-time and turn-based battles will not play out the same even under the most ideal circumstances. However, enough people are DIE-HARD ADAMANT about only playing one way or another that we believe it is genuinely important to pursue. Will turn-based combat be as balanced as it would without any real-time component? Of course not, but if the difference of that balance is minor, I believe allowing both of the die-hard groups to have a fundamental element of play to enjoy is important.

RT is always going to be, at best, an analogue of TB, not the same thing. The only character that can suffer in this particular translation is the PC. If the player dawdles, he or she may lose the advantage of a higher Sequence than the opponents. But really, that´s not a concern for me. If the player has chosen to play in RT, he or she is responsible for controlling his or her character efficiently. If the player doesn´t like that responsibility, he or she should switch it over to TB mode.

Our main focus on design and balancing will be for turn-based, with real-time as an known option. Being as the " powers that be" insist on having real time in the game, it´s better to have Van Buren have good turn based and okay real time than just real time and NO turn based.

How do you determine what´s the beginning of combat in the real-time mode?

When a creature on a team opposed to another creature enters the combat manager either through declaration of an attack attitude or by actually performing an attack. This really isn´t any different than TB ( two opposed creatures have line of sight on each other, one initiates an attack attitude and combat starts with them going first). If someone initiates combat, their action is always going to go first ( just like the Fallout games), and all other potential participants in the battle fall in line in order of Sequence.

Will Throwing be merged with Melee?

I´ve suggested merging Throwing with Melee. Melee gets a variety of powered and un-powered weapons that can be used close or at range. Damage is the result of the weapon´s inherent deadliness + wielder ST or the result of powered damage ( explosions, electric shocks, etc.). Melee is, not coincidentally, intended to be a middle ground between the " no-ammo", low damage, no maintenance, ultra flexible unarmed attacks and the ammo-driven, high damage, high maintenance, inflexible firearms.

How will unarmed combat be handled?

If the advantage of firearms is range and damage at the cost of ammo conservation, and the advantage of melee is in reliability and good potential damage from powered weapons at the cost of ( usually) range and less overall damage than firearms, then ( IMO), the advantage of unarmed should be in flexibility at the cost of range and damage.

The highly skilled unarmed character should always have at least two moves to perform for each AP level between 2 and 10. Because interface limitations can be overcome in a future Fallout title, the unarmed character should have access to half of these attacks with one click-hold-release. Each move should have its own benefits and drawbacks so that a healthy amount of the moves stay useful throughout the game.

The moves could be split into these groups: hand attacks, hand combos, foot attacks, foot combos and hand-foot combos. For example, the character could have Jab, Cross, Uppercut, Elbow Smash, Backhand, Sucker Punch, Spearhand, and Ridgehand as standard hand attacks, each with their own AP cost, bonus or penalty to hit, DT modifier, and damage. However, the character could also gain " two-in-one" combos.

For instance, Jab-Elbow. The combo would do both moves, each at a different hex. The Jab would go into the targeted hex, and the Elbow Smash would go into the hex back and to the right. The combo would cost less AP than both moves individually, but it would be at a lower chance to hit with each attack, and would incur a fatigue cost. Another combo might be Cross-Backhand-Ridgehand, hitting the first hex targeted, the hex to the right, and the hex two more to the right.

Kicks could have the same general layout ( with different moves, of course). The kicks don´t even have to be crazy wire-fu´ed out. They can just be regular ol´ kicks. Snap Kick, Axe Kick, Roundhouse, Back Kick, Side Kick, Hook Kick, etc. You could have the same sorts of combos. Roundhouse-Hook, Side-Back, Snap-Side-Axe.

The most complex combos would only be available when the character was fighting with no equipment in either hand, allowing hand-foot combos that could hit four, five, or even six hexes. Axe-Backhand-Round-Spear, Cross-Round-Back-Jab-Uppercut, Uppercut-Elbow-Side-Axe-Ridge-Spear. The high-skill complex combo unarmed character is like a mobile low-powered grenade, able to hit the hexes he or she wants when he or she wants from round to round. He or she never runs out of ammo, but has to accept that at high efficiency, he or she is accumulating fatigue and doing less damage than a comparable melee or firearms character. But with more than thirty moves to perform at high levels, never needing to equip or reload weapons, the unarmed character has ultimate flexibility for dealing with any close-range encounter with small to very large numbers of opponents.”

How will critical hits in combat be handled?

Well, overall I can say I´d like to see fewer damage multipliers, more crippled limbs, more severe penalties to hit the eyes.

What changes will be made to the aiming system?

I believe that the different called shots should be made more useful overall. Eyes is clearly " the way to go" in the first two Fallout games. It shouldn´t just be a " well, duh" choice. Limb crippling should be more common, IMO. Blinding should also have even more dramatic penalties, but the chance to hit the eyes should be reduced even more

Will ammunition be more rare then it was in Fallout 2?

I know this might seem crazy, but less ammo in the world also means less enemies using weapons with ammo. Why didn´t Max get shot fifty times driving in and out of the refinery? Because out of all the raiders, only Humongous had one of the two or three guns in the movie. When he actually did fire that gun -- whoa, look out. Everyone else made due with crossbows, melee weapons, and their bare hands.

Fallout shouldn´t be as bereft of ammunition as the Road Warrior, but ammunition should be a commodity -- something the player values, pays attention to, and spends accordingly.

Will weapons in Van Buren be made more realistic?

Not for the simple sake of being more realistic, no. But we might look at " realistic" reasons to balance weapons. A very simple example might be as follows: most semi-automatic pistols have a higher capacity and firing rate than most revolvers. People still use revolvers today because they are often a little more accurate than sa pistols and because they are extremely reliable ( almost impossible to jam). Using a " realistic" element like that to make a certain weapon type more valuable in a specific way is good. But just making something realistic for the sake of being realistic isn´t a good way to go, IMO.

Can we expect to see swords in Van Buren?

No plans for any swords in Van Buren.

Why are the devs talking about 10 mm and . 44 ammo, instead of 9mm and . 45?

The portions of the state of California as portrayed in the previous two Fallout games do not need to represent every part
of the United States, much less the entire world. In our world, 9mm and . 45 pistols are really, really common.
They are also different enough from each other that people favour those ammo types for different reasons.
Civilians, especially ones living in a world where they think they might be overrun by commies, are likely
to have a greater volume of firearms and bullets than law enforcement agents. Chris Taylor picked the 10mm because it is modern.
In fact, it´s only really seen use in the past decade ( 90s) by law enforcement agents.
When I ( and many people, I believe), think of . 45s and 9mms, they see G.I.s running through French fields with Thompsons and
German officers with Lugers -- the era immediately prior to the rise of the atomic age.
And when I say " difference", I don´t mean literal size difference, I mean bullet characteristics.
Though it is often debated, people generally seem to use 9mm for more penetrating power and . 45 for raw tissue
damage.9mm and . 45 were part of Fallout 2, so it´s not like it wasn´t ever there -- it was simply rare in those parts of the world.
10mm was more common. If you go to another region, it might not be the same. There´s no logical reason why it has to be that way.

Anything else about weapons?

I would definitely like it if flamethrowers looked more like flamethrowers.
I´ve thought about rocket launcher back blast. I think it´s a possibility, but I wouldn´t consider it under the
old Small Guns / Big Guns / Energy Weapons breakdown. Rocket launchers were pretty crummy, overall, in the last two games.
I would like to see a long-range electrical weapon based off of that neato " phaser" weapon some company is developing.

konkiller
konkiller
Niveau 8
05 décembre 2003 à 22:55:32

Voila pour l´instant ce qu´il y a sur le jeu Fallout 3.

Depuis un mois il n´y a pas de nouvelles sur le site polonais, je commence à me demander si ils vont pas faire une annonce pour Noel ou pour début Janvier comme quoi il y a bel et bien un developpement OFFICIEL.

A bientot dans les chaumieres :)

pedrolabulle
pedrolabulle
Niveau 10
06 décembre 2003 à 00:32:30

pas mal pas mal, j´ai pas trouvé de source dans ton article..
Au fait, je peux m´occuper d´une traductions si y´a suffisament de personnes qui en ont besoin: faut que sa vaille le coup, sa représente du boulot :-)
En tous k merci konkiller
+++
pedro

samibi
samibi
Niveau 10
06 décembre 2003 à 14:09:26

eh, Pedro, dis mi ce que tu compte traduire, je peux ptet t´aider pour une partie!

Narg
Narg
Niveau 10
06 décembre 2003 à 22:46:59

Moi je veux, moi je veux :) !

J´ai pas vu la source Kon... si tu veux que je te prenne au sérieux, je dois voir la source :).

N@rg
----

samibi
samibi
Niveau 10
07 décembre 2003 à 01:12:19

T´as pas tord Narg!

C´a vient d´ou Kon? du site polonais ?

TK_AK
TK_AK
Niveau 10
07 décembre 2003 à 12:56:40

ca serait simpas de le traduire SVP :up:

je pense pas que konkiller ( ou qqn d´autre) est inventé tout ca quand meme . ..

Narg
Narg
Niveau 10
07 décembre 2003 à 18:18:01

J´ai rarement tord Samibi ; ).

:lol:

N@rg
----

samibi
samibi
Niveau 10
08 décembre 2003 à 13:34:59

lol

J´ai pas dis que c´etait lui ki avait inventé tout ca...j´veux juste savoir d´ou ca vient!

konkiller
konkiller
Niveau 8
09 décembre 2003 à 00:34:33

oh merde désolé j´ai oublié de mettre les sources dans la precipitation, c´est vrai

En fait je crois qu´une partie vient du site polonais qui a été retraduit par les anglais ensuite... C´est la FAQ non officiel du develloppement de fallout3.

Et non je ne pense pas que ce soit du pipo, sinon ca deviendrait franchement un mensonge d´etat ! Il y a au moins 50 personnes qui travaillent dessus... 50 mythomanes agées de +25 ans qui s´amuseraient a faire chier des joeurs impatients... Je trouve ca bcp moins probable qu´un couillon de 12 ans qui fait un post sur JV : Fallout3 est sorti et tape quelques lignes dessus...

j´arrive je vous donne l´adresse

http://www.nma-fallout.com/fallout3/faq.shtml

en fait ce faq regroupent plusieurs sites serieux qui parlent de fallout3 avec differentes interviews

TK_AK
TK_AK
Niveau 10
09 décembre 2003 à 18:22:15

PUt1 de toute maniere avec la fermeture de black isle . ..