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  1. Mario_Dweller

    Town entering screens.

    OMG. I'm so distracted. THX
  2. Mario_Dweller

    Town entering screens.

    Where is defined which town has this ? It must be hardcoded... Where ? :)
  3. Mario_Dweller

    FFCON BMP problem

    Yes. MSPAINT SUX. With Photoshop it's OK .)
  4. Mario_Dweller

    FFCON BMP problem

    err... 4bit.
  5. Mario_Dweller

    FFCON BMP problem

    It's 8bit. I only edit output BMP file from FFCON with MSPAINT. I need to modify $ char to something else.
  6. Mario_Dweller

    FFCON BMP problem

    Hello. I need to modify AAF font. A use program FFCON, but it says "Not VALID BMP for convert" Did anyone successfuly modified it ? It seems mspaint isn't good program for this...
  7. Mario_Dweller

    script problem - chain attack

    I want to attack group of defenceless critters(TEAM NUM 2) with some group of critters(TEAM NUM 3). But only one critter of that group will attack. And if attacked critter dies, other critters just stands on same place and do nothing. That really sux.
  8. Mario_Dweller

    script problem - chain attack

    How to make some critter to attack critter1, then if it dies attack critter2, ... It seems attack command doesn't work in combat_p_proc;
  9. Mario_Dweller

    Fadein / Fadeout problem

    I'm sure script is OK. Tested on different PC by my mate. And sometimes it's fading so slow even when fading loading screen. If first fade is ok then other fades are ok too... I've asked more people and many of them have the same problem... I'm not sure Win98 will solve this...
  10. Mario_Dweller

    Fadein / Fadeout problem

    Cya. I have troubles with fadein / fadeout. Sometimes it is so slow I have to kill fallout2 process and sometimes it's too fast. And sometimes it's (almost) OK. I have XP SP2 / DX9.0c / AMD 64 3000+ / GF7300GT. I'd like to know if install of Win98 will help. XP 'compatibility' does not...
  11. Mario_Dweller

    Script list limit

    U're right. It was mistake of my modm8. I apologize, he was so sure... :?
  12. Mario_Dweller

    Script list limit

    Hello. I've noticed maximum count of scripts is 1418. Does sb know how to extend that limit if is it possible ?
  13. Mario_Dweller

    Fallout 2 memory offsets

    My mistake. 12cc0300 is not 10 years in seconds but one year. So there must be some 0x0D somewhere....
  14. Mario_Dweller

    Start position in worldmap.

    I found them... BEGTEXT:004BCC07 mov esi, 0ADh BEGTEXT:004BCC0C mov edi, 7Ah BEGTEXT:004BC98F mov esi, 0ADh BEGTEXT:004BC994 mov edi, 7Ah So, memory offsets of World Highlights are : X - 4BC990 X -...
  15. Mario_Dweller

    Start position in worldmap.

    But I don't need to change Worldmap ViewPort. I wanna change Worldmap Highlight. Hex offsets are OK : Offset bytes orig. val. descr 0AD008: 4 0хAD000000 World Highlight X 0ACD90: 4 0хAD000000 World Highlight X 0AD00D: 4...
  16. Mario_Dweller

    Fallout 2 memory offsets

    Hello. I found in teamX(russian forum, I don't understand it much) offset of 13-year limit... 13-летнее ограничение (Работает не всегда...) Версия: Смещение: Fallout2 (US v1.0) 00092E9C Fallout2 (US v1.02d) 000938D8 Fallout2 (UK v1.01) 00093688 Fallout2 (UK...
  17. Mario_Dweller

    Start position in worldmap.

    Don't worry, your util is awesome. Mayve i've just haven't switched bytes. But I understand it now. So I gonna make virtual starter for our mod...
  18. Mario_Dweller

    Start position in worldmap.

    Well, it gave me the same results as guys in teamX forum :?. So problem was between chair and keyboard :lol:
  19. Mario_Dweller

    Start position in worldmap.

    Ok. I will try to compare original and patched fallout2.exe. Thank for your util 8)
  20. Mario_Dweller

    Start position in worldmap.

    Very nice util :idea:... But I need to patch it in memory, because I need it to our mod (F1.5:Resurrection)... Can U reveal the offset :wink: ?
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