Vault-Tec Multiplayer Mod ("VaultMP") is a multiplayer mod for the PC versions of Bethesda's award-winning role-playing games Fallout 3. It's currently in development, but is going to support the following:

  • Dedicated server, MasterServer and client including a server browser
  • Syncing of movement, actions / animations and AI
  • In-game GUI overlay for chatting
  • Supporting DLCs as well as Fallout user mods
  • Server-side scripting to define gameplay rules

The main goal is to enable players to roam the open worlds of the wastelands and experience all the exciting features of the games online.

What vaultmp is - and what it isn't


Mod
is actually not the best fitting keyword in my opinion. VaultMP is supposed to be much more like a framework. It aims for extensibility and scalability. The goal is to provide the tools necessary to create engaging online environments in the Fallout games. It does not impose any limits on what you can do with it (i.e. maximum player count), neither does it has any bias towards any kind of multiplayer game.
VaultMP is not a co-op mod, a MMO, or anything else of the like. The community is free (and encouraged) to take VaultMP and develop server-side game modes, composing the actual rules of gameplay. Therefore VaultMP exposes a rich scripting interface, with a C API at its core, as well as native support for C++11 and PAWN scripts.

VaultMP
is not:

  • Co-op, MMO, deathmatch, etc.

VaultMP is:

  • A framework to create any kind of multiplayer game

Scripting

Scripting
is one of the most important features of Vault-Tec Multiplayer Mod. It grants access to in-game Objects and allows to manipulate them. With the help of scripts, it is possible to customize the game experience and even create whole new gamemodes. Scripts are executed server-side by the dedicated server of vaultmp. Users who code scripts are known as scripters. They mainly use the scripting functions and scripting callbacks (see VaultMP interface) provided by the mod to write a script. A script can be written inC++ or in the PAWN language. See the section Installing a script in the dedicated server setup guide on how to load such a script.

C++ scripting


Scripts can be written in C++. It allows for maximum flexibility and an extremely large set of possibilities. An example script comes with the vaultmp package including project files for Code::Blocks IDE. C++ scripts need to be compiled as dynamic-link library (shared object for Unix) files. The entry point of a C++ script is exec.


Pawn scripting


Scripts can be written in PAWN. With regard to the VaultMP interface, PAWN scripts can be as powerful as C++ ones. An example script comes with the vaultmp package. PAWN scripts need to be compiled with pawncc.exe (comes with vaultmp) and the -C64 command line option appended. The entry point of a PAWN script is
main.

Help


Vault-Tec Multiplayer Mod is a rather huge project and I would be grateful if it had some more
developers. Work on vaultmp can be exciting and very diverse. It deals with the game engine (low-level), networking code, scripting and various design patterns. Most parts aren't easy to understand so you are required to have some well established C++ knowledge. However, I'm happy to answer any question regarding the source code!

If you are interested, write me a mail (recycler@vaultmp.com). The source code is available here:Github.com

Developers

-Recycler (head core)
-Roby65 (Creator of the GUI and database)
-Webmanix (core)

FAQ

Q: Can we play lan?
A: Yes you can.

Q: Theres no servers, whats going on?
A: VaultMP is intended as a frame work for scripters to host custom servers. Our goal isnt to host servers, but to give you the tools to host your own.

Q: It keeps crashing, what should I do?
A: Gary 2 is a very early alpha release being developed almost single handedly by Recycler. This level of instability is to be expected. Report all bugs on the official forums.

Q: Will you support mods?
A: Yes down the road mods will be fully supported. You should be aware that any mods that contain custom geck scripts will need those scripts converted to C\C++ or PAWN to work with VaultMP. Currently, any mods activated in your load order, will be deactivated when you launch VaultMP.

Q: I dont see any Npcs, where is everyone? What about Quests?
A: Npc's and quests are not currently synced, so they have been removed as to not give the impression that they are synced. Both Npc's and quests will eventually be added once there synced.

Q: What about items?
A: All items within containers have been removed from said containers. Any item that was originally placed in the gameworld outside a container will still be there. Lastly, the console is available to use once ingame, allowing you use item codes to give yourself armor/weapons/ammo/stimpacks if you wish. The console will eventually be removed as we move from alpha to beta.


Disclaimer: VaultMP PR run this page with the permission of the mods author, Recycler. If you have any questions related to the multiplayer which cannot be found in the FAQ, please head over to the official forums. VaultMP is in early alpha stage. You need a decent level of computer knowledge to set it up a server at the moment. It is not released for production, just for testing by experienced users.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

This is an intermediate release with a lot of new features and fixes. It still lacks server-side damage calculation / hit detection, which is planned for gary 3.

A lot of fixes and improvements
Huge extensions to server-side scripting interface
Inventory now completely server-sided, resolving several issues
Foundational / default scripts for getting started

Please update your version. Previous releases will no longer be able to use the master server.

Note: the Windows version of the server comes with pre-compiled foundational scripts. On Linux, you have to compile them yourself. Ask in the forums or checkout the makefile in the repository for help on this.

If you are getting world loading errors (or loading screen freezes), please check this thread:
Vaultmp.com

vaultmp 0.1a snapshot "Gary 2" (release #8)

vaultmp 0.1a snapshot "Gary 2" (release #8)

News 7 comments

This is a bugfix release ("gary 2.8") which resolves the following issues: Desync of alert / sneaking state "Radiation suit equipment bug" vaultgui no...

Discontinuation of Fallout: New Vegas support

Discontinuation of Fallout: New Vegas support

News 14 comments

Future vaultmp releases will no longer support Fallout: New Vegas. I decided to streamline my work on vaultmp. Maintaining compatibility with both games...

vaultmp 0.1a snapshot "Gary 2" (release #7)

vaultmp 0.1a snapshot "Gary 2" (release #7)

News 6 comments

This is a bugfix release ("gary 2.7") which resolves the following issues: Client crash related to firing of weapons Overall improvements and bugfixes...

Vaultmp updates straight from the source! 14-2-2013

Vaultmp updates straight from the source! 14-2-2013

News

Hello fellow vault dwellers, Volumed again with a news update.

Post comment Comments  (30 - 40 of 199)
macacos2
macacos2 - - 525 comments

So by what you've stated, it technically is possible to do a Co-op Fallout 3 with this. Hope to see it rise eventually as this gets more stable and more support.

How fair does this framework deal with latency? I have no idea of what I'm talking about so feel free to slap me.

Reply Good karma Bad karma+2 votes
Aralvar
Aralvar - - 752 comments

I wonder how inventory saving on death will work without saved games. Maybe your body just disappears or becomes an unlootable corpse? Probably should just disappear.

Reply Good karma Bad karma+2 votes
Volumed Creator
Volumed - - 169 comments

VaultMP is a framework without any limits.

For now bodies are lootable after dead for 20 secs (This will maybe be longer in a more stable release of Vaultmp) server owners can already change this them self with scripting.

It depends on what the server owner wants that you die and you lose all your stuff or not both things are already in this build of VaultMP with scripting possible.

Scripting doc: Vaultmp.com

Reply Good karma+3 votes
Aralvar
Aralvar - - 752 comments

Unless you go with permadeath, which would be annoying considering that's not what I play Fallout 3 for but I guess it would be easier to program.......

I guess it won't matter since there's bound to be a few people who've modded the game either way for both permadeath and non-permadeath servers. I'd love to see a mediumcore death penalty server, where you lose everything but your equipped items on death. That's my ideal system. Then I at least still feel like my character is progressing with his gear but death is still meaningful.

Reply Good karma Bad karma0 votes
Allfather
Allfather - - 158 comments

Imagine this but evolved into an MMO..

Reply Good karma Bad karma+4 votes
elix485
elix485 - - 4 comments

Doess the mod already support quests? It'd be great to be playing coop with a friend. By the way, this thing is amazing. Keep up the great work guys!

Reply Good karma Bad karma+3 votes
Guest
Guest - - 690,955 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 690,955 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 690,955 comments

Will the groups like enclave and BoS or Raiders still be ther 4 u to join and RP in them?

Reply Good karma Bad karma0 votes
RedeemerEngaged
RedeemerEngaged - - 676 comments

Fairly big chance a mod like that will come when this framework is released.

Reply Good karma Bad karma+3 votes
saltedDog
saltedDog - - 107 comments

VaultMP is:

A framework to create any kind of multiplayer game

If the host makes something like that why not?

Reply Good karma Bad karma+3 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X