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... there is no hope for our country.

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Anyone who owns Fallout 3 can use content from those games in a personal manner as they see fit. They of course are not allowed to redistribute it. But should they decide to use Three Dog audio files from their Fallout 3 copy as a radio DJ in their own personal Fallout 4 mod, there is no infringement occurring.

In

I’m not advocating distribution. I’m advocating tools that can automate making audio available between two products the user owns. These already exist, only not in a manner specific to this mod & which require some painstaking manual effort.

“Contributory copyright infringement.”

“In other words, the voice actors could come after the project because they’d want to get paid for having their voice used in something that they get permission in the original contract / licensing agreement.”

I don’t believe that to be the case, if they are only providing a tool to convert a Fallout 3 BSA to a Fallout

Nowhere did I mention the team provide audio files. Please reread my comment and then note the irony.

If you own both games, I don’t understand the grey nature of it.

That they did!

? You have two solutions:

- Take out the audio dialogue and replace it with blank audio. You’ll still have subtitles that will work. Then rely on additional modders to add content.

- Create an automated process to import audio files from a legitimate copy of Fallout 3 into Fallout 4-compatible content.

“far-right news site Breitbart”

You mean a hypothetical sequel, or something that was announced at one point?

Have you tried Ultramod? I think that’s what it’s called. Adds an ungodly number of new aircraft & features. Still missing the B-32 Dominator, but ehh, what are you going to do?

It’s not quite DCS-levels of sim, but it’s just under that. There are enough settings to make it more accessible, if that’s too much.

The later iterations of the Build engine did indeed use voxels. But Build engine worked much the same way as Doom, particularly for level information. Take level geometry: it was stored as 2D constructs. Textures were assigned to each side of a construct, and a single texture represented the ceiling for each texture.

Didn’t they kind of fake a z-axis with a height property, rather than tracking objects in 3D space?

I do think it’s accurate to say it’s 2D under the hood. The debate on whether it’s actually 2D or 3D is more or less a philosophical debate, but an interesting one. I think a technical consensus would be that it doesn’t use traditional 3D primitives (polygons, voxels, err... nurbs) and it has technical limitations

Some of the earlier games I think are pretty hard to go back & look at (Gran Turismo, ugh). But Duke 3D and Doom (in particular) aren’t too hard on the eyes. Art design can really help overcome limitations.

I just went to the Wikipedia article about the Build engine, and it had a surprisingly large amount of info on how it handled rooms over rooms.

“One limitation of the Build engine is that its level geometry is only capable of representing one connection between sectors for any given wall. Due to this, a structure as

That’s a great freeware game!

For the time period, that was a very good engine. Still 2D under the hood, but was able to fake 3D environments very convincingly. I think there was potential to really push that engine that just wasn’t done.