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  1. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    I think you don't fully understand what I was trying to say. The mods worked on their own just fine, except for their own bugs, of course. But, in the MM, they didn't. It's like, scripts which were numbered 1670 to 1700 didn't act properly. I can't remember the exact script numbers. That is what...
  2. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    A change. Those other quests are from the old Abbey. Now they are quests from the Leibowitz Monastery. @_Pyran_ Those script changes are a going to be a pain. Good luck. I had been thinking of cleaning them up. Way back when, the only reason I merged the scripts is because I hit a wall of some...
  3. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    I fixed this for the next release. Turns out a file somehow got deleted. Putting slvcc5.int in your data/scripts folder should fix the problem. That file can be found in previous versions of the MM or you can get it here.
  4. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    @Nightingale You fed the troll. Nice going. :P I read everything there. Can't say I was concerned or even interested in any of it. It's a game. So, people can take from it what they want. Interpret things however they wish. Play it. Don't play it. Either way, at the end of the day, I will sleep...
  5. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Absolutely! But, one of the problems with the dialogs in the mods incorporated into the MM (as well as the standard game) is the inconsistency of the narration/information. For example, when a character coughs, sometimes it is written as [He coughs.], [coughs], (cough, cough), ::cough::, or...
  6. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    I don't mind at all. I'm going through your files, comparing them to what's already in the MM. Some are good catches... things that need to be corrected, I feel, that the original authors or I missed. Things like consistency for actions (such as when a character chuckles or hiccups) I will...
  7. MIB88

    Looking for an old animation.

    @ThegreatBenDoyle Here you go.
  8. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    @Nightingale is right: you can adjust settings in ddraw.ini. Or, you could also install and run the hi-res patch separately. Otherwise, I also have no idea what's going on with your game.
  9. MIB88

    Un-marking a town location

    I have no idea what happened. Had it very similar to what you have above in a section of dialog... didn't work. Moved it to another node which was triggered after dialog... works like a charm! Thank you very, very much, @Muttie.
  10. MIB88

    Un-marking a town location

    Thanks, @Muttie . You were close... right there in the define header. It didn't work, though. And I'm pretty sure that the rest of my code is solid. Hopefully I can get it working. @Mr Fish : I've got a few ideas I'd like to implement because of this. In no particular order: 1. Although it's...
  11. MIB88

    Un-marking a town location

    Have a few ideas which would require un-marking a town location on the worldmap. Tried using the script function of mark area known to 0, but that didn't work. Used it in another critter's script in dialog rather than the obj_dude script, though, but that shouldn't matter. Right? Anyone out...
  12. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    There is no need for header files for me. Everything is in the source. I'll get something together for you.
  13. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Hard work?! Please! I'm like, one of the laziest guys ever! Yeah, I just decompile everything. I doubt my source codes would be in a format that would readily work for you. But, sure, you can have them. My filing system is something that would make another person pull their hair out, but I...
  14. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    I didn't want to put some of the .ini files in because everyone has their own setup. I didn't want to overwrite those files and mess up people's settings. And it's entirely possible there are some missing optional hero appearance files. Those may have been added by @_Pyran_ as part of the...
  15. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    The latest version (2.47.8) can be found here. Enjoy.
  16. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Well, there's no sprites for mask usage. But, yeah, something like that could easily be scripted, to say everyone in the party follows suit and grabs a mask. Or, to add a mask to the party NPC inventory if the player character has one. Or, I could just add 9 more masks to the locker. There's...
  17. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Thank you. I didn't consider that at all. It's not going to happen for a while, yet. But, it will happen, eventually. It just looks so weird to me that they can walk around in toxic environments without a care in the world while the player character is on the verge of death. I'm talking the...
  18. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Thanks. Yes, I caught that. But there's no guarantee everyone else will catch that wall locker. And also, it may be necessary for another party NPC to wear it if I end up changing the script to make party members susceptible to the gas.
  19. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Not quite. I've aready done all the hard stuff. And, I'm not some over-achiever. I am perfectly content releasing something that is "good enough for now." I'm going to redo the spatials tonight. It's like, a 15 minute job. The Brotherhood Siege maps and other locations have been broken for a...
  20. MIB88

    Fallout 2 mod Megamod version 2.47 Bug Reports and Suggestions

    Finally got the dang elevators to work in the new EPA... which means I probably broke something somewhere else (quite possibly the Brotherhood base). In exploring the new EPA, though, since I'd never been there before, I clearly made the toxic gas section way too deadly when I re-added all the...
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