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 PostPost subject: Fallout 3 Black Isle Developer Demo        Posted: Wed Mar 11, 2009 7:04 am 
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This is the Fallout 3 before it was sold to Bethesda, check it out:

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If you are a fan of the Fallout series you know that the original 2 Fallout's were nothing like Fallout 3 and were by Black Isle studios NOT Bethesda, this is the Black Isle developer demo for the game they were working on before they sold the rights to the game to Bethesda and the game was completely changed, this is a bit buggy and obviously not complete but its VERY cool to see what Black Isle studios had planned for Fallout 3.

Background

Citizen, through bad luck or personal negligence, you have been caught in the midst of a nuclear war. Your only hope of survival is to locate the safety of your local Vault. You have made great progress in finding a relocation center, where Corporal Armstrong of the 4th Armored Infantry Division has volunteered to escort you the rest of the way. Reports indicate that Communist insurgents have blockaded the entrances to several Vaults; there are no military forces or supplies to spare at this critical point in the War. Corporal Armstrong and you will have to make due with what you can scavenge in case you encounter this threat. You will be safe once you reach the Vault, which has been created with the latest technology and incorporates redundant systems to prevent any possible malfunction.

Installation
To install the Fallout 3 demo, simply extract the RAR file to a directory of your choice. If you are unfamiliar with RAR files, you can download 7-zip http://www.7-zip.org/. The first time you run the demo, you might receive a blank screen for several minutes; don't worry, this is normal and won't happen again (it has been known to take up to eight minutes). Whle the screen is blank, a 'F3' folder will be created under 'My Documents' or the equivalent on your computer, which is where the .ini, log, and character files (.CRT) will be stored.

After installation, you can edit the resolution to fit your preferences by changing the 'height' and 'width' variables in the .ini file in 'My Documents'. See Settings in F3.ini. You can also install the fonts from the RAR in your own fonts folder for a better look.

General Interaction
Left Mouse Click - Move PC to cursor location or attack if weapon is selected.
Right Mouse Click - If object is selected (highlighted blue) brings up a context menu, if no object is selected it will 'grab' the screen and allow you to rapidly move the camera
Mouse Wheel - Move the camera in or out
Arrow Buttons - Left/Right rotate the camera 45 degrees in their respective directions, Up/Down switch the camera from isometric perspective to top-down
W - Weapon toggle
I - Bring up character inventory
X - Freely rotate camera around PC

Debug Commands
2 - Remove/Bring Up the action bar
F1 - Activate in-game statistics
Ctrl-B - Activate/Deactivate bilinear filtering
Ctrl-F - Switch to Fullscreen/Windowed mode
Ctrl-L - Activate/Deactivate lighting
Ctrl-N - Start new game with current character
Ctrl-O - Activate/Deactivate octree
Ctrl-M - Activate memory test
Ctrl-S - Switch shadows between None/Simple/Stencil options
Ctrl-T - Activate/Deactivate transparencies
Ctrl-W - Activate/Deactivate wireframe mode
Ctrl-K - Kill the highlighted entity

Combat
Combat is extremely basic, virtually unimplemented and real-time only. Aimed shots do not work, but other attack modes do. Ammunition is unimplemented (and thus infinite), but weapons will need to be reloaded. In combat, enemies will have a thin red outline.

To attack, you have to click on the weapon selection box in the interface, move the cursor over the person you want to attack and click on them when they are highlighted in blue. With a firearm, the PC will continue attacking until out of ammunition, at which point they will automatically reload and cease attacking. While attacking an opponent, you can select weapon again and click on a second opponent, the PC will alternate attacks between the two. Also, while attacking, you can switch weapons or change attack mode, the PC will switch and continue to attack the same target(s).

If you select attack mode by accident, left-click on the ground to unselect; or press escape in certain cases for the minigun and 9mm weapons.

The Game - Character Creation
Before you can attempt to reach the Vault, you must create your character. The Van Buren character creation uses a modified version of SPECIAL as envisioned by J.E. Sawyer. The number of skills have been reduced to 13 (from 18). As in the original Fallouts, you can spend 5 points upping your primary characteristics and tag three skills. The traits are described in the menu, but do not work for the demo. The appearance of the PC is modifiable in body type, skin type, hair type, ponytail, mustache, beard, and hair color. You can also choose to play as a female, but the options are not complete.

The Game - Walkthrough

Junked town
At the very start of the game you will have a cattle prod in your inventory; you might want to equip it, based on your character's attributes.

You will be close to Corporal Armstrong, who will explain the situation. You can listen to him, talk to him, or ignore him; in any case he will follow you once you start moving.

There is quite a bit of combat in here, where Corporal Armstrong is useful. If you want to, you can simply leave most of the fights up to him, or follow his instructions. Armstrong will also indicate where it is advantageous to raid certain buildings and warn of nearby communist insurgents.

At any point before he bids you farewell you can attack Armstrong to get his equipment. He won't attack you and is quite beatable even with a cattle prod. You can take his suit of power armor, .223 minigun, .44 pistol and 3 clips of .44 FMJ ammo from his body.

If you want to avoid most of the combat, you can follow the edge of the map south, until you reach the cliff. From that point follow the cliff towards the center of the map. The southernmost unarmed and knife wielding insurgents will likely spot you as you approach the Vault door, but that should be the only combat you face.

To experience the full map, head south between the two buildings. You will be attacked by two insurgents, one armed with a knife, and the other with a 9mm pistol. The latter is in the building to the west and won't always come out. Loot their bodies for their weapons and armor; then enter the red brick building and search the shelves to the north wall for a helmet, a medkit, an SMG and some 9mm ammo.

Continue to the south. You will encounter an insurgent with a flamer in the pen structure, assisted by an unarmed insurgent who will approach from the south. A fifth insurgent with a knife is a bit further to the south, between the two shacks. Beyond him is the Vault door, as you approach it Corporal Armstrong will bid you farewell.

There are some dogs who wander along the sides of the map, if you approach they will follow you for a short distance. You can attack them if you wish.

Press on the Vault door console, on the left side, to open the Vault and enter it. There might be some loading time involved here, so be patient.

Vault
Inside the Vault you will be accosted by a man named Frank. Frank is the Underseer and needs help getting the generator turned on, so that life-support can be turned on.

To the south wall of the room to the west of him is a supplies shelf. Search it for a power armor helmet, a tool set and a set of lock-picks.

Go north to the T-juncture. Equip the lock-picks to open the door to the generator room. Once the door is open, you can either fix the floating eye-bot and let him repair the generator, or fix the generator yourself. In both cases, equip the tool set to do so.

Once the generator is up and running, use skill (science) on the computer to the south wall of the computer room to get life support back on. You can talk to Frank to receive his gratitude, but otherwise you are finished with this demo.

Note: To use skills, click "use skills", click on the target and choose the skill you want.

Note: While all skill uses (presumably) have skill checks, you will succeed whether you have them tagged or not.

The Game - Mini-quest list

Reach the Vault Entrance
From: Corporal Armstrong
Solution: Reach the Vault Entrance in the south of the junked town location with Corporal Armstrong alive.

Loot the Red Brick Building
From: Corporal Armstrong
Solution: Go into the red brick building and search the shelves.

Repair the Floating Eye Bot
From: Frank the Underseer
Solution: Use skill - repair on the broken floating eye-bot in the north-western room of the Vault.

Fix the Generator
From: Frank the Underseer
Solution: use skill - security on the door to the generator room to the north of the Vault and then either use skill - repair on the generator or let the eyebot do it.

Get Life Support Up and Running
From: Frank the Underseer
Solution: once the generator is running, use skill - science on the computer to the south wall of the eastern room of the Vault.

Settings in F3.ini file

[Audio]
CDAudio = 0 Does nothing, there's no CD audio.
DirectMusic = 0 Set this to 1 to use DirectX for sound rendering.
DirectShow = 0 Set this to 1 to use DirectX for video rendering.
Music = 1 Set this to 0 to turn-off music.
MusicVolume = 100 Changes music volume.

[Client]
debug = 17416248 Doesn't appear to do anything.
port = 22502 Sets TCP port for multiplayer protocol on the client side. Since there is no multiplayer, it does nothing.
rate = 0 No idea what it does. When I tried settings this to values greater than 0, game performance plummeted. Keep this at 0.
timeout = 600000 Most likely connection timeout for multiplayer. Since there is no multiplayer, it does nothing.

[Combat]
mode = 0 Sets combat mode. Since only real-time combat is implemented (and only barely), it does nothing.

[Graphics]
adapter = 0 Sets the display adapter. If you have multiple video cards in your system, you can set this to an alternate value.
The next three options are color components, each with range from 0 (darkest) to 255 (brightest). They determine the color to which the color buffer is cleared at the beginning of each render loop. Keep these at 0 (black color), otherwise you'll see visual artifacts in places.
clear blue = 0
clear green = 0
clear red = 0
device = 0 Sets the device used for rendering. Only hardware devices are supported, so unless you have multiple video cards, you'll want to keep this at 0.
displaymode = 25 I'm not sure what this is supposed to do. All I know is that whenever I change it, the game automatically reverts it to 25.
enable bilinear filtering = 1 Self-explanatory.
enable lighting = 1 Self-explanatory.
enable startup movies = 1 Self-explanatory.
enable transparency = 1 Self-explanatory
enable wireframe = 0 Turns on wireframe rendering. Note that both world geometry and GUI will be rendered as wireframe, so GUI will be unusable.
fullscreen = 1 Self-explanatory.
height = 800 Sets screen height (i.e. the height component of game resolution). Feel free to set this to whatever value you prefer.
mode32bpp = 1 Set this to 1 to turn on 32-bit rendering.
refresh = 0 I'm not sure what this is supposed to do. It doesn't appear to have any effect.
shadow type = 2 0 - no real-time shadows, 1 - fake real-time shadows, 2 - stencil shadows (note - stencil shadows are a bit glitchy and don't look quite right)
stats = 1 Set this to 1 to display various rendering statistics (such as frames per second).
vsync = 1 Set this to 0 to turn off VSync.
width = 1280 Sets screen width (i.e. the width component of game resolution). Feel free to set this to whatever value you prefer.

[HotKeys]
<snip> As far as I know, this is the only way to change key bindings.

[Network]
configuration = 3 Since there is no multiplayer, it does nothing.

[Server]
<snip> Since there is no multiplayer, these do nothing.

Nonfunctional Game Elements

Main Menu:
- The only options that work are Start New Game and Exit Game

Character Creation:
- Traits don't work
- Male characters always start with 100/100 HP; female characters always start with 1/10 HP, independent of endurance
- Some minor graphical glitches

Game:
- No turn-based combat, barely functional real-time combat
- No load/save
- None of the options seem to work, video options are out of sync with F3.ini
- PIP Boy partially works - it appears to show correct time, it has working maps and it shows task lists for various locations; other functions do not work
- No character screen
- All item weights are set to 0
- Ammunition isn't consumed
- .44 pistol "butt smash" attack works as a ranged attack

Original source where I found this

Download link (241.69mb):
Code:
http://www.megaupload.com/?d=TE9KC8I4


I'm downloading it currently, not tested, just want to give heads up for you guys

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 PostPost subject: Re: Fallout 3 Black Isle Developer Demo        Posted: Wed Mar 11, 2009 7:08 am 
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It is already on the server. :wink: This Van Buren tech demo has been leaked in early 2007.

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 PostPost subject: Re: Fallout 3 Black Isle Developer Demo        Posted: Wed Mar 11, 2009 7:20 am 
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Ouh crap, I didn't look much into Games folder on the server, and ultimately miss this one, Daniel, could you move this to Download Request/Offer?

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 PostPost subject: Re: Fallout 3 Black Isle Developer Demo        Posted: Wed Mar 11, 2009 8:36 am 
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What's wrong with me moving it? :P

Moved to 'Download Requests/Offers' on request

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 PostPost subject: Re: Fallout 3 Black Isle Developer Demo        Posted: Wed Mar 11, 2009 11:00 am 
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mrpijey wrote:
What's wrong with me moving it? :P

Moved to 'Download Requests/Offers' on request

Ah, didn't see you're online at that time, thanks mrpijey for moving it ;)

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 PostPost subject: Re: Fallout 3 Black Isle Developer Demo        Posted: Wed Mar 11, 2009 1:48 pm 
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mrpijey wrote:
What's wrong with me moving it? :P

Moved to 'Download Requests/Offers' on request


You are not as good as me in moving things :P

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 PostPost subject: Re: Fallout 3 Black Isle Developer Demo        Posted: Thu Sep 27, 2012 12:41 pm 
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Sorry for resurrecting an old topic, but I had a little time now, so I tried to play with this beta. More or less, in a few minutes I found an unpacker for the grp packs, and saw this beta has many testmaps included among the 2 (scraptown and vault) levels which are playable in the beta build.

It's relatively easy to try the testmaps, since we just need to move the unpacked engines dir to the Override folder (then the game reads files from that dir, instead of grp, i found this out with checking the fo3.exe in notepad++), and we have to change the Start map line in sys.ini, and add a different map name from the unpacked maps dir.

I'm still testing them, since we need to set different starting points for almost each (sometimes we appear outside of the map, and it mostly crashes the game), and its going with trial-by-error. So far I could run these maps:

zz_TestMapsTest_City_Fences.map
zz_TestMapsTest_City_Building04.map
zz_TestMapsTest_City_Building03.map
zz_TestMapsTest_City_Building02.map
zz_TestMapsTest_City_Building01.map
02_05_Chiefs_Fallout_Shelter.map
zz_TestMapsTest_Int_Vault1_5x5.map
zz_TestMapsTest_Mesa_Fade10.map
zz_TestMapsTest_Mesa_Tiles.map
98_CanyonWater01.map
98_Canyon_Random_02.map
98_Canyon_Random_01.map
zz_TestMapsaarontemp2.map
zz_TestMapsScottE_Test1.map
zz_TestMapsScottE_Test2.map
zz_TestMapsScottE_Test4.map
zz_TestMapsTest_Junktown_Shacks.map
04_0202_Spelunking.map
Default_StartMap.map
00_03_Tutorial_Junktown.map (the startmap by default)
00_04_Tutorial_Vault.map (2nd map in the techbuild)
mainmenu.map

(thats all the maps i could run without modify files)

some random screens:
ImageImageImage[/url[url=http://www.betaarchive.com/imageupload/2012-09/1348755972.or.37024.jpg]ImageImageImageImage

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