原文:<a href="http://www.nma-fallout.com/article.php?id=35862">
http://www.nma-fallout&a ... mp;#46;php?id=35862</a>
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<a href="http://www.nma-fallout.com/forum/dload.php?action=file&file_id=892" target="_self" class="postlink">下载Van Buren技术演示</a><br>
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<span style="font-weight: bold;">前言</span><br>
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这个指南针对黑岛的辐射3,Interplay开发代号Van Buren(范布伦), 作者是No Mutants Allowed的辐射迷. 注意这是pre-alpha阶段的演示, 没有完整的功能,经常崩溃而且没有完善的战斗系统. 但是对于辐射迷来说依然具有很强的吸引力. 我们希望你好好体验这个DEMO,回味以前的美好时光.<br>
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***这是黑岛工作室的范布伦计划中辐射3的演示,所以和Bethesda Softworks即将推出的辐射3没有任何实质关系***<br>
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DEMO中的音乐来自<a href="http://www.amazon.com/Funeral-Songs-Various-Artists/dp/B00005JGTE/ref=pd_bbs_sr_1/102-4268126-4273756?ie=UTF8&s=music&qid=1178147848&sr=8-1" target="_blank" class="postlink">Various Artists - Funeral Songs</a>.<br>
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<span style="text-decoration: underline;">J.E. Sawyer对DEMO的评论</span></p><div class=quote>这个DEMO是辐射3教学关中的一部分. 教学关被认为是一部叫作 "核爆炸后: 进入你的新避难所"的简单剧情. 其中, 你扮演一个年轻女子,和弟弟回家后发现家人被暴动者杀害. 炸弹从天而降,你和你弟弟只能去避难所了,GMC的Cpl. Armstrong会在路上帮助你. 他会教你怎么移动,查看人物属性,在大地图上移动,战斗,等等.<br>
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DEMO的内容是教学关中的最后2个流程, 里面的主角几乎肯定是辐射3的主角.</div>
<a href="read.php?tid=17402#background">背景</a><br>
<a href="read.php?tid=17402#installation">安装</a><br>
<a href="read.php?tid=17402#interaction">控制</a><br>
<a href="read.php?tid=17402#combat">战斗</a><br>
<a href="read.php?tid=17402#creation">人物创建</a><br>
<a href="read.php?tid=17402#walkthrough">流程</a><br>
<a href="read.php?tid=17402#mini-quests">任务列表</a><br>
<a href="read.php?tid=17402#settings">F3.ini的配置</a><br>
<a href="read.php?tid=17402#broken">未完成的功能</a><br>
<a href="read.php?tid=17402#dev">开发者的评论</a><br>
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<a name="background"></a><span style="font-weight: bold;">背景</span><br>
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作为一个普通的居民,你很不幸地被卷入了核战争.你幸存的唯一希望是转移到当地安全的避难所. 通过努力,你来到了一个疏散中心,第四装甲兵团的Corporal Armstrong愿意护送你完成余下的旅途. 有消息称暴动者已经封锁了几个避难所的入口,在这个战争的节骨眼上没有军事力量可以被调来处理这样的事了,Corporal Armstrong和你不得不尽力应付危机,到达避难所后你就安全了, 那里使用了最先进的技术并有多套冗余装置应付各种情况.<br>
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<a name="installation"></a><span style="font-weight: bold;">安装</span><br>
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安装很简单,只要将压缩包解压即可.第一次运行DEMO可能需要几分钟来载入程序;耐心等吧(原文说需要等待8分钟,不过我是马上就进入游戏的). 之后,“我的文档”里会有一个名为'F3'的文件夹, 里面有.ini, log,和存档(.CRT).<br>
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第一次运行后,可以通过修改F3.ini来设置分辨率. 具体见 <a href="read.php?tid=17402#settings">F3.ini配置</a>. 为了美观起见,建议安装Fonts文件夹中的字体文件(复制到控制面板/字体即可).<br>
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<a name="interaction"></a><span style="font-weight: bold;">控制</span><br>
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左键 - 角色移动或者在选中武器时瞄准.<br>
右键 - 选择人物或物品时可以打开一个子菜单,其余情况下,按住右键可以快速调整视角<br>
滚轮 - 控制视角远近<br>
方向键 - 左右控制45度旋转,前后控制俯视角度<br>
W - 武器选择<br>
I - 打开物品栏<br>
X - 自由视角 <br>
2 - 显示/隐藏 控制面板<br>
F1 - 显示运行数值(如FPS)<br>
Ctrl-B - 激活/取消 双线过滤<br>
Ctrl-F - 选择 全屏模式/窗口模式<br>
Ctrl-L - 激活/取消 灯光<br>
Ctrl-N - 以当前人物开始一个新游戏<br>
Ctrl-O - 激活/取消 无背景模式<br>
Ctrl-M - 激活内存测试<br>
Ctrl-S - 选择 无/简单/模板 的阴影效果<br>
Ctrl-T - 激活/取消 透明显示<br>
Ctrl-W - 显示/隐藏 法线<br>
Ctrl-K - 杀死鼠标指向的目标 <br>
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<a name="combat"></a><span style="font-weight: bold;">战斗</span><br>
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战斗系统非常糟糕,而且只有即时战斗模式. 无法瞄准射击. 弹药系统也没有完成 (弹药是无限的), 但是武器需要重新装填. 敌人会有一个红色的轮廓.<br>
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点击控制界面上的武器栏, 再点击你要攻击的目标. 使用枪支时,会持续攻击到弹药耗尽,然后他会自动装填,然后停止攻击. 正在攻击一个敌人时,你可以再次点击武器栏点击你的另一个敌人,你就会同时攻击这2个人. 攻击时,你还是可以选择武器和攻击模式的.然后角色会使用新武器或者新的模式继续攻击刚才的敌人<br>
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如果你不小心按了攻击,左键点击地面,或者按ESC键取消.<br>
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<a name="creation"></a><span style="font-weight: bold;">人物创建</span><br>
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在你进入避难所前,你需要先创建人物. 范布伦使用一套由<a href="http://www.nma-fallout.com/article.php?id=7141" target="_self" class="postlink">J.E. Sawyer</a>主张修改的SPECIAL系统. 技能数量由18降低到13. 和以前的辐射一样,你可以分配5个属性点,选择3个技能.虽然还有特长可以选择,不过在DEMO中不起作用. 你还可以修改主角的体型(body type),皮肤(skin type), 发型(hair type), 马尾式辫子(ponytail), 胡须(mustache), 下巴胡须(beard),和发色(hair color). 你也可以选择主角性别为女性,但是女性的选项还不完善. <br>
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<a name="walkthrough"></a><span style="font-weight: bold;">流程</span><br>
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<span style="text-decoration: underline;">废弃的城镇</span><br>
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游戏开始时,你物品栏里会有一个赶畜棒;如果你有足够的力量,就可以装备上.<br>
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你会靠近Corporal Armstrong, 他会向你汇报现在的情况. 你可以听他唠叨,和他交谈,也可以不鸟他,无论如何他是跟定你了.<br>
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这里的战斗非常少, 而且Corporal Armstrong一个人就能对付了. 你可以把敌人全留给他. Armstrong还会指引你搜刮建筑里的东西和警告附近有敌人.<br>
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在Corporal Armstrong和你告别前,你可以干掉他, 从他的尸体上得到动力装甲,.223机枪,.44手枪和3个.44FMJ弹夹.<br>
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如果你想避免战斗,你可以沿着地图南部边缘行进到岩壁. 然后沿着岩壁走向地图中心. 最南边空手或者拿刀的敌人会在你靠近避难所入口时攻击你,这是你在外面唯一需要解决的战斗.<br>
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通过2座建筑之间时, 你会遭遇2个敌人的攻击,一个拿刀, 另一个有一把9mm手枪. 后者在西边的建筑里,一般不会出来. 检查他们的尸体可以得到他们的武器和装甲; 然后进去红砖房子里,北墙的架子里有一个头盔,一个急救包,一把SMG和一些9mm弹夹.<br>
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继续往南,你会在围墙里遭遇一个flamer(同性恋?), 他的同伙会从南边接近你. 第5个拿刀的敌人在2个木屋之间,离你较远. 他后面就是避难所的大门, 你开启避难所大门的时候,Corporal Armstrong会向你道别.<br>
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地图上有一些狗,如果你接近它们,它们就会跟着你,当然你也可以干掉它们.<br>
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操作避难所入口左边的控制台打开大门,进入避难所. 可能需要一点时间载入,耐心点吧.<br>
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<span style="text-decoration: underline;">避难所</span><br>
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在避难所里你会遇到一个叫Frank的人,他是这里的长官,他需要帮助来修理发电机以启动生命维持系统.<br>
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在他西边房间的南墙有个货架,里面有一套动力装甲,一个工具和一个开锁器.<br>
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往北来到T-juncture.使用开锁器打开发电机所在的房间,使用之前得到的工具修理机器眼,然后让他帮你修理发电机,当然你也可以自己搞定发电机,记得要使用工具.<br>
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发电机修好后,对房间南墙的电脑使用科学(science)技能来启动生命维持系统.再和Frank对话,他会感谢你,至此,DEMO就结束了(好短啊).<br>
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提示: 使用技能的方法,点击"use skills", 再点击目标,然后选择你要使用的技能.<br>
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提示: 尽管有技能校验(猜测), 但是不管你的点数如何你都会成功.<br>
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<a name="mini-quests"></a><span style="font-weight: bold;">任务列表</span><br>
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<span style="text-decoration: underline;">到达避难所入口</span><br>
<span style="font-style: italic;">来自</span>: Corporal Armstrong<br>
<span style="font-style: italic;">方法</span>: 和Corporal Armstrong一起来到废弃城镇南方的避难所入口.<br>
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<span style="text-decoration: underline;">搜刮红砖房子里的物品</span><br>
<span style="font-style: italic;">来自</span>: Corporal Armstrong<br>
<span style="font-style: italic;">方法</span>: 进入红砖房子,检查架子. <br>
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<span style="text-decoration: underline;">修理悬浮的机器眼</span><br>
<span style="font-style: italic;">来自</span>: Frank<br>
<span style="font-style: italic;">方法</span>: 在避难所西北角的房间里找到悬浮的机器眼,对其使用修理(repair)技能.<br>
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<span style="text-decoration: underline;">修理发电机</span><br>
<span style="font-style: italic;">来自</span>: Frank<br>
<span style="font-style: italic;">方法</span>: 来到避难所北部,对发电机所在房间的门使用security技能,对发电机使用修理(repair)技能,或者让机器眼帮你修理.<br>
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<span style="text-decoration: underline;">启动生命维持系统</span><br>
<span style="font-style: italic;">来自</span>: Frank<br>
<span style="font-style: italic;">方法</span>: 发电机修好后,对避难所东部房间南墙的电脑使用科学(science)技能.<br>
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<a name="settings"></a><span style="font-weight: bold;">F3.ini的设置</span><br>
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[Audio]<br>
CDAudio = 0 <span style="font-style: italic;">没用.</span><br>
DirectMusic = 0 <span style="font-style: italic;">设置为1使用DirectX音效加速.</span><br>
DirectShow = 0 <span style="font-style: italic;">设置为1使用DirectX显示加速.</span><br>
Music = 1 <span style="font-style: italic;">设置为0关闭音乐.</span><br>
MusicVolume = 100 <span style="font-style: italic;">调整音量.</span><br>
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[Client]<br>
debug = 17416248 <span style="font-style: italic;">功能不详.</span><br>
port = 22502 <span style="font-style: italic;">设置联网使用的端口,没有联网模式,所以没用.</span><br>
rate = 0 <span style="font-style: italic;">功能不详,最好不要修改.</span><br>
timeout = 600000 <span style="font-style: italic;">可能用作联网的链接时间限制吧,没有联网模式,所以没用.</span><br>
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[Combat]<br>
mode = 0 <span style="font-style: italic;">战斗模式选择,由于只有即时战斗模式,所以没用.</span><br>
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[Graphics]<br>
adapter = 0 <span style="font-style: italic;">选择显示接口. 如果你有多块显卡, 那么可以设置为多屏幕模式.</span><br>
<span style="font-style: italic;">下面3个设置画面色彩,数值介于0和255之间</span><br>
clear blue = 0<br>
clear green = 0<br>
clear red = 0<br>
device = 0 <span style="font-style: italic;">除非你有多块的显卡,否则设置为 0.</span><br>
displaymode = 25 <span style="font-style: italic;">功能不详.</span><br>
enable bilinear filtering = 1 <span style="font-style: italic;">是否打开双线过滤.</span><br>
enable lighting = 1 <span style="font-style: italic;">是否显示灯光.</span><br>
enable startup movies = 1 <span style="font-style: italic;">是否播放开头动画.</span><br>
enable transparency = 1 <span style="font-style: italic;">是否透明显示</span><br>
enable wireframe = 0 <span style="font-style: italic;">是否显示法线.</span><br>
fullscreen = 1 <span style="font-style: italic;">全屏显示.</span><br>
height = 800 <span style="font-style: italic;">设置屏幕高度.</span><br>
mode32bpp = 1 <span style="font-style: italic;">设置为 1 时使用32位色</span><br>
refresh = 0 <span style="font-style: italic;">功能不详.</span><br>
shadow type = 2 <span style="font-style: italic;">0 - 没有即时阴影, 1 - 简单的即时阴影, 2 - 模板阴影 (不建议使用模板阴影)</span><br>
stats = 1 <span style="font-style: italic;">设置为1可以显示fps.</span><br>
vsync = 1 <span style="font-style: italic;">设置为0可以关闭VSync.</span><br>
width = 1280 <span style="font-style: italic;">设置屏幕宽度</span><br>
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[HotKeys]<br>
<snip> <span style="font-style: italic;">快捷键设置.</span><br>
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[Network]<br>
configuration = 3 <span style="font-style: italic;">由于DEMO没有联网功能,所以这个没用.</span><br>
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[Server]<br>
<snip> <span style="font-style: italic;">由于DEMO没有联网功能,所以这个没用.</span><br>
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<a name="broken"></a><span style="font-weight: bold;">未完成的功能</span><br>
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主菜单:<br>
- 只有开始新游戏和退出的功能<br>
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人物创建:<br>
- 特长不起作用<br>
- 男性主角有100/100的HP; 而女性主角只有1/10的HP,和耐力无关<br>
- 少数失灵<br>
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游戏:<br>
- 没有回合战斗模式,只能进行即时战斗<br>
- 没有读档和存档功能<br>
- options里的设置没有任何用处,只能修改F3.ini完成设置<br>
- PIP Boy能显示时间、地图和任务,但也仅此而已<br>
- 没有人物属性画面<br>
- 所有物品的重量都被设置为0<br>
- 弹药无限<br>
- .44 手枪有范围杀伤效果<br>
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<a name="dev">开发者的评论</a><br>
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<a href="http://www.nma-fallout.com/forum/viewtopic.php?p=388035#388035" target="_self" class="postlink">In the thread</a> about the tech video in NMA, Van Buren lead designer <span style="font-weight: bold;">J.E. Sawyer</span> gave some additional comments on the status of the tech dome:<div class=quote>* Floating damage numbers were meant to be an option, thought it isn't in the options menu in the demo.<br>
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* The game was intended to be played either as turn-based or real-time. Because Jefferson was real-time, that was the first combat mode implemented for Van Buren. Even what's there is only partially working. There's no pause (super sucky) or called shots, but weapons did their proper damage types and values, armor resisted properly, and it actually did calculate hit location. In the combat log, it will say where the shots hit and the characters will float comments like, "GOD DAMMIT MY EYES!"<br>
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People who have played the demo may have seen a switch on the option screen for combat mode that reads "Ask Me". This would have prompted the player before every battle and asked him or her to select between the two modes.<br>
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* The female characters in the demo are on the male skeleton (whoops), which is why they look kind of... El Greco-ish and bizarre.<br>
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* True "Fallout-style" death animations were not in the demo because we had to figure out how to do them from a technical perspective. Jefferson wasn't going to have crazy death animations and 3D posed some new challenges for blowing out parts of creatures. It's one of the areas where T-Ray/Brian Menze's 2D work definitely had an edge.<br>
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* All males were on the same skeleton, which made it hard to pose the character correctly when he could be a thin character in a jumpsuit or a strong guy in power armor. That's why everyone's walking around "bow-armed" and only the PC's escort in power armor (Cpl. Armstrong) looks like he's in a proper stance. Chris Marleau was our sole animator. He worked really, really hard, but there was no way he could do full animation sets for two male skeletons for the demo deadline.<br>
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* The weapons in the demo were chosen either because they were traditional Fallout weapons or because their visual effects/sounds were appealing. The player wouldn't have started with any of that stuff in the actual game.<br>
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* Yeah calling Multiplayer " lay With a Friend" was kind of goofy.<br>
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* Also, around 20 seconds or so, you might notice Cpl. Armstrong in the upper left corner standing with his minigun floating text. He's saying something similar to, "Move citizen, you're standing in my line of fire!"<br>
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Of course, this is the most important element of the entire demo: companions that don't shoot you in the back with an automatic weapon.<br>
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* The higher AP was the result of increasing the overall granularity of the AP scale and reducing the effective capabilities of high vs. low AG characters. In F1/F2, the difference between what a low AG and high AG character could do in a round was very large. In VB, a 1 AG character would have 21 AP, with a high AG character at 30. Of course, the overall AP costs were higher, but the change allowed each point of AG to make a difference and it meant that a high AG character was only ~33% more capable than a low AG character (compared to the ~50% bump from F1/F2).<br>
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Increasing the AP range also helped give us a little more flexibility in differentiating the costs of actions on certain weapons/from certain perks.<br>
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Characters would regenerate all of their AP in a single "round" of six seconds and their total AP (whether or not they had any remaining) directly influenced their movement speed. Movement suspended AP regeneration, so the amount of "stuff" a single character could do in a round was very close to what it would have been in turn-based. |