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	<title>Fallout: New Vegas news</title>
	<link>http://community.falloutwiki.com</link>
	<description>Fallout: New Vegas news</description>
	<pubDate>Fri, 18 May 2012 04:34:27 +0000</pubDate>
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		<title>Curse March Gaming Bracket Challenge - Round 1</title>
		<link>http://community.falloutwiki.com/news/32-curse-march-gaming-bracket-challenge-round-1/</link>
		<description><![CDATA[<!--cached-Tue, 15 May 2012 06:11:36 +0000--><a href='http://www.curse.com/news/curse/44232-curse-march-gaming-bracket-challenge-round-1' class='bbc_url' title='External link' rel='nofollow external'>The March Gaming Bracket Challenge</a><span style='color: #333333'> presented by Curse and Alienware is a tournament that pits random video game characters against one another!</span><br />
Each week in March we will be matching up characters from your favorite Curse Network fansites; from Skyrim to Starcraft, Fallout to Minecraft. Who gets through to the next round is up to you since <strong class='bbc'>your votes</strong> decide who rises up and who falls in this arena! The <em class='bbc'>Fallout </em>characters taking part in the match are <a href='http://www.falloutwiki.com/Craig_Boone' class='bbc_url' title='External link' rel='nofollow external'>Craig Boone</a> and <a href='http://www.falloutwiki.com/Veronica_Santangelo' class='bbc_url' title='External link' rel='nofollow external'>Veronica Santangelo</a>, two of <a href='http://www.falloutwiki.com/Fallout:_New_Vegas' class='bbc_url' title='External link' rel='nofollow external'><em class='bbc'>Fallout: New Vegas</em></a> companions.<br />
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Not only can you vote for your favorite heroes, you can also enter our <a href='http://www.curse.com/sweeps/bracket-challenge-1' class='bbc_url' title='External link' rel='nofollow external'>weekly Alienware x51 giveaway</a>! Each week we are <a href='http://www.curse.com/sweeps/bracket-challenge-1' class='bbc_url' title='External link' rel='nofollow external'>giving away</a> one x51, so be sure you don't miss your chance to <a href='http://www.curse.com/sweeps/bracket-challenge-1' class='bbc_url' title='External link' rel='nofollow external'>enter to win</a>!<br />
Vote until Friday (March 2nd) to support your favorite characters! Results will be posted Friday.]]></description>
		<pubDate>Thu, 01 Mar 2012 00:37:00 +0000</pubDate>
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		<title>David Anthony Pizzuto passed away</title>
		<link>http://community.falloutwiki.com/news/23-david-anthony-pizzuto-passed-away/</link>
		<description><![CDATA[<!--cached-Fri, 11 May 2012 07:59:45 +0000-->Talent agent Mark Measures <a href='https://twitter.com/#!/commeagent/status/168120471982833664' class='bbc_url' title='External link' rel='nofollow external'>announced on Twitter</a> last Saturday that voice actor <a href='http://www.falloutwiki.com/David_Anthony_Pizzuto' class='bbc_url' title='External link' rel='nofollow external'>David Anthony Pizzuto</a>, known to <em class='bbc'>Fallout </em>fans as the voice of <a href='http://www.falloutwiki.com/Lily_Bowen' class='bbc_url' title='External link' rel='nofollow external'>Lily Bowen</a> in <em class='bbc'><a href='http://www.falloutwiki.com/Fallout:_New_Vegas' class='bbc_url' title='External link' rel='nofollow external'>Fallout: New Vegas</a>, </em>passed away. He was 50 years old.<br />
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<p class='bbc_center'><span rel='lightbox'><img src='http://www.falloutwiki.com/images/thumb/1/16/David_Anthony_Pizzuto.jpg/193px-David_Anthony_Pizzuto.jpg' alt='Posted Image' class='bbc_img' /></span></p>
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<a href='http://www.imdb.com/name/nm0686257/' class='bbc_url' title='External link' rel='nofollow external'>His other roles</a> include voice acting in <em class='bbc'>Call of Duty: Modern Warfare 3</em>, <em class='bbc'>Star Wars: The Old Republic</em>, <em class='bbc'>Mafia 2, </em>and others.]]></description>
		<pubDate>Thu, 16 Feb 2012 20:16:00 +0000</pubDate>
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		<title>Fallout: New Vegas Ultimate Edition released in North America</title>
		<link>http://community.falloutwiki.com/news/19-fallout-new-vegas-ultimate-edition-released-in-north-america/</link>
		<description><![CDATA[<!--cached-Thu, 17 May 2012 05:36:33 +0000-->The <a href='http://www.falloutwiki.com/Fallout:_New_Vegas#Ultimate_Edition' class='bbc_url' title='External link' rel='nofollow external'>Ultimate Edition</a> of <em class='bbc'>Fallout: New Vegas </em>is now available in North America. It will be released in Europe on Friday, February 10.<br />
<br />
The edition contains <em class='bbc'>Fallout: New Vegas</em>, as well as all its add-ons: <span style='color: #000000'><span style='font-family: sans-serif'></span></span><em class='bbc'><a href='http://www.falloutwiki.com/Dead_Money' class='bbc_url' title='External link' rel='nofollow external'>Dead Money</a>, <a href='http://www.falloutwiki.com/Honest_Hearts' class='bbc_url' title='External link' rel='nofollow external'>Honest Hearts</a>, <a href='http://www.falloutwiki.com/Old_World_Blues_(add-on)' class='bbc_url' title='External link' rel='nofollow external'>Old World Blues</a>, <a href='http://www.falloutwiki.com/Lonesome_Road_(add-on)' class='bbc_url' title='External link' rel='nofollow external'>Lonesome Road</a>, <a href='http://www.falloutwiki.com/Courier%27s_Stash' class='bbc_url' title='External link' rel='nofollow external'>Courier's Stash</a>, </em>and<em class='bbc'> <a href='http://www.falloutwiki.com/Gun_Runners%27_Arsenal' class='bbc_url' title='External link' rel='nofollow external'>Gun Runners' Arsenal</a>.</em>]]></description>
		<pubDate>Tue, 07 Feb 2012 15:26:00 +0000</pubDate>
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		<title>Fallout: New Vegas Ultimate Edition trailer</title>
		<link>http://community.falloutwiki.com/news/16-fallout-new-vegas-ultimate-edition-trailer/</link>
		<description><![CDATA[<!--cached-Thu, 17 May 2012 05:36:33 +0000--><a href='http://falloutwiki.com/Bethesda_Softworks' class='bbc_url' title='External link' rel='nofollow external'>Bethesda</a> has released the trailer for the Ultimate Edition of <em class='bbc'><a href='http://falloutwiki.com/Fallout:_New_Vegas' class='bbc_url' title='External link' rel='nofollow external'>Fallout: New Vegas</a>, </em>which includes all of the game's <a href='http://falloutwiki.com/Fallout:_New_Vegas_add-ons' class='bbc_url' title='External link' rel='nofollow external'>add-ons</a>: <em class='bbc'><a href='http://falloutwiki.com/Dead_Money' class='bbc_url' title='External link' rel='nofollow external'>Dead Money</a>, <a href='http://falloutwiki.com/Honest_Hearts' class='bbc_url' title='External link' rel='nofollow external'>Honest Hearts</a>, <a href='http://falloutwiki.com/Old_World_Blues' class='bbc_url' title='External link' rel='nofollow external'>Old World Blues</a>, <a href='http://falloutwiki.com/Lonesome_Road' class='bbc_url' title='External link' rel='nofollow external'>Lonesome Road</a>, <a href='http://falloutwiki.com/Gun_Runners%27_Arsenal' class='bbc_url' title='External link' rel='nofollow external'>Gun Runners' Arsenal</a> </em>and <em class='bbc'><a href='http://falloutwiki.com/Courier%27s_Stash' class='bbc_url' title='External link' rel='nofollow external'>Courier's Stash</a>.</em> The <em class='bbc'>Fallout: New Vegas Ultimate Edition</em> is scheduled for release in North America on February 7 and across Europe on February 10.<br />
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The song featured in the trailer is <em class='bbc'><a href='http://falloutwiki.com/Home_on_the_Wastes' class='bbc_url' title='External link' rel='nofollow external'>Home on the Wastes</a>, </em>written and sung by the game's lead designer, <a href='http://falloutwiki.com/J.E._Sawyer' class='bbc_url' title='External link' rel='nofollow external'>J.E. Sawyer</a>.]]></description>
		<pubDate>Sun, 22 Jan 2012 02:50:00 +0000</pubDate>
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		<title>J.E. Sawyer releases his Fallout: New Vegas mod</title>
		<link>http://community.falloutwiki.com/news/9-je-sawyer-releases-his-fallout-new-vegas-mod/</link>
		<description><![CDATA[<!--cached-Sat, 12 May 2012 04:06:58 +0000--><a href='http://www.falloutwiki.com/J.E._Sawyer' class='bbc_url' title='External link' rel='nofollow external'>J.E. Sawyer</a>, the <a href='http://www.falloutwiki.com/Fallout:_New_Vegas' class='bbc_url' title='External link' rel='nofollow external'>Fallout: New Vegas</a> lead designer, has released a bug fixing and difficulty tweaking mod for the game titled simply "<a href='http://www.falloutwiki.com/JSawyer' class='bbc_url' title='External link' rel='nofollow external'>JSawyer</a>".  It is a personal mod intended for those willing to experience a harder, more challenging Fallout: New Vegas. It also includes several technical fixes and tweaks (particularly to the Karma system), that were not included in previous patches.<br />
<br />
Here's some of his answers to questions about the mod from his <a href='http://www.formspring.me/JESawyer' class='bbc_url' title='External link' rel='nofollow external'>Formspring</a>:<br />
 <br />
<p class='bbc_indent' style='margin-left: 40px;'><strong class='bbc'>Why can't you just add your changes to the game in an official patch? </strong><br />
<br />
The short technical reason is ".esm inter-dependencies" and "load order errors". Sorry.<br />
<br />
In addition to technical reasons, some of the mechanics changes make the game significantly more difficult (base health / stim changes) or at least more of a hassle (carry weight, stims having weight, H2O/SLP/FOD rate increase). I'd rather have people opt-in to those changes than make them the default in a patch.<br />
<br />
Finally, the game's over. The ship has sailed. No one is working on it anymore. No testers, nothing. This mod is just me working in my free time. If I horribly botch something, you can just un-check the mod and go on your way.<br />
<br />
<strong class='bbc'>Do you plan to reintroduce the armored vault 21 jumpsuit in your mod? If so, would it be by crafting or found? </strong><br />
<br />
Yes. It is for sale in Sarah's store at Vault 21. Both it and the Armored Vault 13 Jumpsuit now use the RepairVaultSuit list and have 200 CND. The Armored Vault 21 Jumpsuit grants 12 DT, +1 LK, and costs 2000 caps.<br />
<br />
<strong class='bbc'>Will your mod add any removed/unfinished quests? </strong><br />
<br />
No.</p>
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You can find the full list of changes in the mod <a href='http://www.falloutwiki.com/JSawyer' class='bbc_url' title='External link' rel='nofollow external'>in the wiki</a>, while the mod itself can be downloaded <a href='http://diogenes-lamp.info/jsawyer_fnv_mod.zip' class='bbc_url' title='External link' rel='nofollow external'>here</a>.]]></description>
		<pubDate>Thu, 29 Dec 2011 13:48:00 +0000</pubDate>
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		<title>J.E. Sawyer on savegame-related slowdowns</title>
		<link>http://community.falloutwiki.com/news/6-je-sawyer-on-savegame-related-slowdowns/</link>
		<description><![CDATA[<!--cached-Sat, 12 May 2012 04:06:58 +0000-->J.E. Sawyer answers some questions about slowdowns due to increasing save game file sizes <a href='http://www.formspring.me/JESawyer' class='bbc_url' title='External link' rel='nofollow external'>on his formspring</a>:<br />
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<p class='bbc_indent' style='margin-left: 40px;'><strong class='bbc'>Question from one of lesser knowledge... Is there a save game size that you would call "normal" for F:NV? Mine is 14mb, and i'm having intense lag in multiple sections of the Mojave/ all DLC lands. Just curious if that is/could be an issue! </strong><br />
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That can easily be a big problem, especially if you're on the PS3. The longer you play a character, the more bit differences on objects (characters, pencils on tables, containers, etc.) get saved off and carried around in memory. I think we've seen save games that are pushing 19 megs, which can be really crippling in some areas. <br />
<br />
... <br />
<br />
<strong class='bbc'>If it's an issue why hasn't it been resolved? The pace at which game sellers basically dish an alpha or beta game to the marketplace is sickening. New V stopped being "beta" in mid-2011. I know as a dev my workplace wasn't AAA dishing but we had integrity. </strong><br />
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Since you're a developer, you should understand the implication of what I wrote. It's an engine-level issue with how the save game data is stored off as bit flag differences compared to the placed instances in the main .esm + DLC .esms. As the game modifies any placed instance of an object, those changes are stored off into what is essentially another .esm. When you load the save game, you're loading all of those differences into resident memory. <br />
<br />
It's not like someone wrote a function and put a decimal point in the wrong place or declared something as a float when it should have been an int. We're talking about how the engine fundamentally saves off and references data at run time. Restructuring how that works would require a large time commitment. Obsidian also only had that engine for a total of 18 months prior to F:NV being released, which is a relatively short time to understand all of the details of how the technology works. <br />
<br />
... <br />
<br />
<strong class='bbc'>Hey Josh, different user, but same kind of 'lesser knowledge' bloke. What's a bit difference and how does it determine a save file? </strong><br />
<br />
<a href='http://en.wikipedia.org/wiki/Bit_field' class='bbc_url' title='External link' rel='nofollow external'>http://en.wikipedia.org/wiki/Bit_field</a> <br />
<br />
It's a compact way to store data. The bit differences in this case are just flags set up to mark what data has changed (i.e., are different) from what's in the core .esm. <br />
<br />
Let's say that I, as a designer, set up a creature in an area. I set all of the character's statistics and gear and save it in the master FalloutNV.esm file that gets loaded into the game. You, the player, run through the area and shoot that dude. You loot him of his gear and put a shovel in his inventory because you are wacky. <br />
<br />
The game needs a way to mark that his a) position B) health c) inventory d) some other stuff has changed on him. It does that by marking what fields have changed (by setting individual bits) and then indexing the individual (changed) values for reference later. <br />
<br />
When you load the save game, it loads up all of the bit fields marking changes in your save game. When the individual objects load, it applies the indexed changes to those objects. That way, when you come back to the area you left two nights ago, the character is still sprawled out where you left him, naked, with a shovel in his inventory. <br />
<br />
Individual bits of data are tiny, but there are thousands upon thousands of objects in F:NV, each one containing numerous data fields that could potentially be changed in your save game. Over time, it adds up. <br />
<br />
... <br />
<br />
<strong class='bbc'>Is the inflating save file just an issue for the PS3 (I've seen lots of lag/crash complaints from PS3 users) or does it happen on all platforms? I'm just wondering if other platforms handle it better than the PS3. </strong><br />
<br />
As with Fallout 3 and Skyrim, the problems are most pronounced on the PS3 because the PS3 has a divided memory pool. <br />
<br />
... <br />
<br />
<strong class='bbc'>(Same fellow you just answered) So....basically, every time I manipulate an object, it fluctuates the save file up or down? I've noticed files can get rather huge, is there no way this could have been greatly diminished in a game as big as New Vegas? </strong><br />
<br />
It almost always goes up. Some areas will reset contents after three (game) days, but a lot of stuff lingers. Additionally, we also have to deal with "persistent references". These are objects that are immediately loaded with the game because we need to be able to reference them anywhere/everywhere in the world -- even if the player is nowhere near the object. Characters are the most common example. All of the companions need to be able to move around the world even when they are not in your current area, so they are all persistent references. <br />
<br />
All object data (excluding art assets like .nifs and audio assets [VO]) for persistent references is loaded at all times, so that's more-or-less a permanent chunk of resident memory. The number of persistent references invariably goes up with each DLC, so as the number of DLCs increases, the system has less and less memory available. Of course, the player's save game file only gets bigger and bigger, since he or she is going through more or more areas manipulating an increasingly large number of objects. <br />
<br />
This is why some of our later patches actually removed content from the core game (e.g. Primm). Even though we had balanced the memory footprint for the core game, DLC content was pushing down the available resources. <br />
<br />
... <br />
<br />
<strong class='bbc'>"divided memory pool"? </strong><br />
<br />
The Xbox 360 has a unified memory pool: 512 megs of RAM usable as system memory or graphics memory. The PS3 has a divided memory pool: 256 megs for system, 256 for graphics. It's the same total amount of memory, but not as flexible for a developer to make use of. <br />
<br />
... <br />
<br />
<strong class='bbc'>But why did the patch remove content from the PC? Most PCs nowadays have 2-4GB of RAM, plus 500MB-1GB of GPU memory. So I doubt the DLCs negatively impacted most PCs to justify content removal... </strong><br />
<br />
If we had generated .esms per-platform, that would have been a crazy nightmare for a lot of reasons. A slightly less risky approach could have been to script the removal of assets using the IsPC/IsXbox/IsPS3 functions, but that also introduces its own host of potential problems, especially if objects are attempting to reference something as the script removes it. <br />
<br />
We ran into a small but non-trivial number of crashes in F:NV involving persistent references attempting to interact with an object as the player transitions out of his or her current area. E.g. Chief Hanlon attempts to sit in a chair. The player leaves the area, the chair Hanlon wants to sit in is unloaded, and the game crashes. <br />
<br />
... <br />
<br />
<strong class='bbc'>Hypothetically, if I were to play through FNV without opening any non-necessary containers (e.g. never opening an ammo case) or touching any non-necessary objects (e.g. never moving a pencil) would the game be more stable? </strong><br />
<br />
By some margin, yes, but randomized loot I believe is generated on the area's first load, which also applies to the equipment in many characters' (e.g. Fiends') inventories.</p>
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Source: <a href='http://nma-fallout.com/' class='bbc_url' title='External link' rel='nofollow external'>NMA</a>]]></description>
		<pubDate>Thu, 08 Dec 2011 19:15:00 +0000</pubDate>
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		<title>Fallout: New Vegas post-mortem interview at GameBanshee - part 1</title>
		<link>http://community.falloutwiki.com/news/2-fallout-new-vegas-post-mortem-interview-at-gamebanshee-part-1/</link>
		<description><![CDATA[<!--cached-Sat, 12 May 2012 04:06:58 +0000-->GameBanshee has posted <a href='http://www.gamebanshee.com/interviews/105836-fallout-new-vegas-and-dlc-post-mortem-interview-part-one.html' class='bbc_url' title='External link' rel='nofollow external'>the first part of a huge interview</a> with <a href='http://falloutwiki.com/Chris_Avellone' class='bbc_url' title='External link' rel='nofollow external'>Chris Avellone</a> about his work on <a href='http://falloutwiki.com/Fallout:_New_Vegas' class='bbc_url' title='External link' rel='nofollow external'><em class='bbc'>Fallout: New Vegas</em></a> and its add-ons. Here's a snippet:<br />
 <br />
<strong class='bbc'>You explored different themes with each DLC. What themes would you say were the most important in these add-ons, and do you feel that Fallout's story traditions suit focusing on such themes? </strong><br />
<br />
Lonesome Road was purposely built around the final image at the end of Fallout 1 - the Vault Dweller walking off into a lonely future. The idea of a protagonist whose home is lost to him, walking off into the wilderness after helping to nurture and protect a place that ultimately exiles him (or where he simply no longer belongs) is one of the hallmarks of Fallout. The sense of abandonment and the lone wanderer connection was important in Lonesome Road, except you're not walking into a lonely future, you're walking into your character's past and seeing what it's done in the present. Ulysses hints that it's possible the player left the West and left NCR because he didn't belong, and that's why he walked the road to the Mojave - but that's Ulysses' perspective, and the motivations for your character are your own. <br />
<br />
I think Old World Blues and Lonesome Road had two themes that strongly hooked into Fallout, and have always been there. The theme of Old World Blues was always "the optimistic atomic future of what might have been," and the idea that all of these technological marvels could have saved the world if they had simply had a better guiding hand - it's not the technology to blame, it's the thought behind it. <br />
<br />
Dead Money was more of a survivalist horror experience, and the theme of greed and human nature was an experiment that I felt fit with the adventure arc, so I went with it. I did feel that Fallout could use some more struggle-for-survival elements, and that was part of it as well - in short, I wanted miracle items like Stimpaks to feel amazing again rather than cause players to shrug. <br />
                                <br />
Source: <a href='http://nma-fallout.com/forum/viewtopic.php?t=60273' class='bbc_url' title='External link' rel='nofollow external'>No Mutants Allowed</a>]]></description>
		<pubDate>Wed, 23 Nov 2011 23:48:00 +0000</pubDate>
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		<title>All Roads available for download</title>
		<link>http://community.falloutwiki.com/news/1-all-roads-available-for-download/</link>
		<description><![CDATA[<!--cached-Tue, 15 May 2012 06:25:59 +0000--><a href='http://falloutwiki.com/Dark_Horse_Comics' class='bbc_url' title='External link' rel='nofollow external'>Dark Horse Comics</a> has released the <em class='bbc'><a href='http://falloutwiki.com/All_Roads' class='bbc_url' title='External link' rel='nofollow external'>All Roads</a></em> graphic novel, which was originally originally available only with buying the collector's edition of <em class='bbc'><a href='http://falloutwiki.com/Fallout:_New_Vegas' class='bbc_url' title='External link' rel='nofollow external'>Fallout: New Vegas</a></em>, on <a href='https://digital.darkhorse.com/profile/712.fallout-new-vegas/' class='bbc_url' title='External link' rel='nofollow external'>Dark Horse Digital</a> and its iTunes app for $2.99.<br />
<br />
<em class='bbc'>All Roads</em> was written by <a href='http://falloutwiki.com/Chris_Avellone' class='bbc_url' title='External link' rel='nofollow external'>Chris Avellone</a> and published by Dark Horse Comics, with art by <a href='http://falloutwiki.com/Jean_Diaz' class='bbc_url' title='External link' rel='nofollow external'>Jean Diaz</a> and <a href='http://falloutwiki.com/Wellinton_Alves' class='bbc_url' title='External link' rel='nofollow external'>Wellinton Alves</a>, and cover art done by <a href='http://falloutwiki.com/Geofrey_Darrow' class='bbc_url' title='External link' rel='nofollow external'>Geofrey Darrow</a>.]]></description>
		<pubDate>Fri, 18 Nov 2011 23:16:00 +0000</pubDate>
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