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    Mapper Bug: Derived Skills

    I was working on code that reads protos, and my numbers for skills were not matching what is shown in the mapper proto editor. Initially I thought the skill levels stored in proto were the 0-300% amount, but I discovered that this is not true. The skill numbers in the proto are only the bonuses...
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    The Glow, Glitches, and me.

    The mapper crashed while saving glow1.map, so I'm not sure yet. It made a .txt version but it may be incomplete. The crash may be just because the protos are not compatiable with FO2 or something. I will look into this more later, atm I am deeply immersed in understanding derived critter stats.
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    One item from two

    A simple method can be done with dialog option that says make item. Script checks if the two required items are in inventory. If so, create new item and destroy two component items. You can see how this is done in hanuken's script, where you give him broc flowers and xander roots and he...
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    [Black Steel] how make game more realistic?

    Clothes - Yes like there is a purple robe that is armor (bridgekeeper) and there is purple robe that has no armor. With modeling of new critter animations, you could change outfits, but it takes a lot of disk space since each appearance replicates the whole critter. In modern engines the critter...
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    Which mods/patches for Fallout 1&2?

    Well, you want that worldmap.txt to be in the same place as master_patches.So put it in C:\Spill\Fallout\Fallout2\data\data. If that data directory doesn't exit create it and put the worldmap.txt there.
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    Compiler error

    Perhaps map_enter_p_proc would be a better place to set that pointer. Once the pointer is set it should be available to other scripts. Maybe the engine is creating multiple pointers on map update.
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    New files and a new section

    Patience is of virtue grasshopper
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    Which mods/patches for Fallout 1&2?

    Where did you put the modified worldmap.txt file? And what are your settings in fallout2.cfg for master_patches?
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    Compiler error

    The dude_obj can never be null, because it's the only object pointer that "goes everywhere". See, I'm omnicient. I'm a playa. You can print the pointer to the chest: debug_msg("Transferring inven"); debug_msg("chesties=" + chesties); move_obj_inven_to_obj(dude_obj,chesties)...
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    Compiler error

    Hmmm I checked the flow of the chest and I can't see anything wrong. Be sure that the map script is attached, because if that doesn't run, then the chesties pointer won't get exported. In the mapper, select SCRIPTS->SET MAP SCRIPT, set it to your map script, and make sure it's attached...
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    The Glow, Glitches, and me.

    It's much better when women say this. I have a lot of things on the slate here, finishing FO2XP mod, writing a new proto editor, helping New Arroyo mod, porting FO1 to FO2 engine, and plans for an FO1 mod. I could possibly help MR with some scripting in the future, but I have a lot of other...
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    Compiler error

    A few problems ... this error: EXPECTING: Top level statement .. what the compiler is saying is: I don't know WTF this is but it's not a script :lol: It means there is a very basic syntax error somewhere. A few suggestions: ** You need this at the top of the script #include...
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    Project: BnW

    Probably not, but you can definitely add new scenery FRMs. You need to: 1 ) Copy art\scenery\scenery.lst (from master.dat) to your patch directory 2 ) Add your new FRM file names to art\scenery\scenery.lst 3 ) Copy proto\scenery\scenery.lst (from master.dat) to your patch directory 4 )...
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    Fallout 1 worldmap

    We're doing that too. Corpse used a real satellite image of california, and we already have world map tiles for both of the FO1 (southern CA) and FO2 (northern CA) regions. Initially the plan was to extend FO2 south and add aged FO1 locations, but now I'm planning the opposite: port FO1 to FO2...
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    Project: BnW

    No sarcasm ... I tried using a modeling tool and was completely lost. Without modeling you're limited to what you can find or draw (pictures). I think the sign looks good. Now I wonder, how a critter can be modeled and exported into single frames in 6 directions ....
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    Project: BnW

    Re: Picture Updates Wow that looks great! This was modeled? With what tools? Man, I need to learn how to use modeling tools.
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    merging maps?? should i tell how?

    Is the mapper running in debug mode? If not, make a batch file debug.bat containing this: SET DEBUGACTIVE=LOG mapper2.exe And make sure mapper2.cfg has these: [debug] mode=environment output_map_data_info=1 show_load_info=1 show_script_messages=1 show_tile_num=1 After crashing...
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    Fallout 1 worldmap

    Blaspheme :lol: I'm working on converting FO1 to FO2 engine. This is worthwhile. FOT engine is totally incompatible, and doesn't support fundamental RPG elements.
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    No-CD manual modding

    I do the same thing, I never use my fallout CDs, they are legal ISOs. I don't hunt for disks, just use Daemon Tools to emulate a CD drive. The last HDD I bought was 80GB, lightening fast, and cheap. You can fit a lot of ISOs on 80GB.
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    No-CD manual modding

    Copying the FO2 files to HD and running it does work, even with that cdlock line in fallout2.cfg. It just works, at least with the US version it does. I have done this countless times. The only files required to run the game are the 3 dat files, the fallout2.exe, and the music files. If you...
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