Recent content by µlight

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    March 30: FileFront dies

    Here. Quite a few FO1/2 files are hosted there, if I remember at all correctly. Someone should get those before it dies. Sorry I couldn't get this news in sooner. I just hope that posting it here does some good.
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    Does this vault doorframe look good?

    I've considered doing a seperate overlay (like a shadow) that will just go over the door. This will hopefully make it easier to mass-produce vault numbers (for anyone who wants to make their own with a numbered door at some point in the future), and has the benefit of being useable for both the...
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    Does this vault doorframe look good?

    Done Here's the Vault 15/decayed vault doorframe and door SHA1 a4d6aa8ffaa43ca41a830a4f2c818528fe865f7c and here are screenshots of the assembly being tested for use with the wrong walls as the FRMs for the Vault13 door.
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    Does this vault doorframe look good?

    I finished the rolling vault door section. It's here: SHA1 eaf36934353bcdcfe40c1296a3abaa94098b0890 It's a numberless version of V13SECR2.FRM (the Vault 13 door inset) in data\art\scenery\. If anyone happens to use this, I would love to know what they think. I'll recolor it to match the...
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    Does this vault doorframe look good?

    I'm trying to make a working vault door for the "decayed vault" tileset (as was used in vault #15). I did some stuff with some things and this is what I made. + ≈ What I want to know is whether I've done adequately on this- if I've managed to integrate the two, if my color mapping for...
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    Wallflag "wall trans end": What does it do?

    So does this mean that the flag simply tells it not to transluce for anything? Are there any maps in the game where it's used?
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    Wallflag "wall trans end": What does it do?

    I'm making a cave system, and since I'm dead set on it not being all right angles and straight lines, I'm playing a little loose with the wall tile alignment. This leads to patchiness, where the see-through-walls bubble that surrounds the player doesn't just effect the walls between the player...
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    Script refuses to read description text from .msg

    AhFuckYall, thanks for your help. Darek, you were completely right. Since /english/game had pro_scen.msg, I assumed that's where a dialogue file for scenery would go. Thanks for solving this. Also, would you (or anyone else reading this) happen to know if there are any drawbacks or...
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    Script refuses to read description text from .msg

    As per VTL's tutorials, I wrote a script, #include "headers\define.h" #define NAME SCRIPT_ZSWIRE #include "headers\command.h" procedure start; procedure description_p_proc; procedure look_at_p_proc; procedure start begin end procedure description_p_proc...
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    A vertibird vehicle with a separate "Bird Interior&quot

    Actually, I had in mind some vertibird-specific random encounters involving either Enclave soldiers or heavily armed rogues/bandits/raiders forcing the craft down; during these events, the vertibird exit would lead to a rand. encounter map holding a large number of soldiers/raiders/et cetera...
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    A vertibird vehicle with a separate "Bird Interior&quot

    By this, do you mean the car portrait at the bottom right corner of the screen, the variable that tells the vehicle and green gauge how much fuel is left, or both? Bearing in mind that I'm ignorant of Mapper, would it help for the vehicle exit to also be scenery? Is there not a way to store a...
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    A vertibird vehicle with a separate "Bird Interior&quot

    Before I commit myself to making this mod, I'd like to know if there are any known issues that might render it moot. To that end: - Can two "vehicles" exist on the same map? - Can an exit to another map (in this case, the "vertibird interior") be bound to a "sprite-section" (I don't know...
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    brokershandsontheirfaces

    Tumblr's site design is perfect for this.
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