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    Fallout 1 worldmap

    Hence the desire to see FO1 running in FO2 engine. This doesn't appear to be an easy thing to achieve, but it looks doable. Some things will have to be worked around like the display of number of days remaining to get the water chip and playing the remindboy movie. But V13 seems to work, so...
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    Fallout 1 worldmap

    Thanks. I was able to split the big 1400x1500 FO1 worldmap into the same format as FO2 (20 tiles each 350x300) using these imagemagick commands: convert worldmap.gif -crop 350x300+0+0 +repage WRLDMP00.gif convert worldmap.gif -crop 350x300+350+0 +repage WRLDMP01.gif convert...
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    Fallout 1 worldmap

    There's a bunch of .pal files in that directory \art\intrface but none appear to be for the worldmap. Most are for the end game sequence graphics.
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    Fallout 1 worldmap

    I've been playing around with Fallout 1 maps/protos/scripts in the FO2 engine. After tweaking the configuration, editing some protos, and recompiling some scripts, I have all of FO1 Vault 13 working in FO2 engine. Went to look for the FO1 worldmap tiles and am puzzled. FO2 had tiles for...
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    SFX Prob

    Some proto values are not used, and the Sound ID on the left side of the screen for item protos is one of them. It probably was supposed to be the sound played when you use an item, but this can be done in the item script, in use_p_proc, play_sfx(sound). For weapons there is another Sound ID...
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    Finesse Realistic Weapons Mod

    Damage amounts and damage type can be changed. The damage type can only be one of the original types though: normal, laser, fire, plasma, electrical, emp, explosion. Changing these two things is simple editing of numbers in the item proto. We can't change any of this, it's all hardcoded in the...
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    Project: BnW

    Regarding this sign: the angle of the fallout tiles in that direction (NE) is 14 degrees. Skewing to that angle would make it line up with ground tile angles. http://modguide.nma-fallout.com/TileGeometry.gif
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    SFX Prob

    Please use the edit function rather than double posting.
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    SFX Prob

    Sound editor ... like what was Cool Edit (now adobe audition) http://www.goldwave.com/ http://www.adobe.com/products/audition/main.html
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    frm2gif

    Sorry I will fix those broken links today, In the meantime look here: http://www.nma-fallout.com/forum/viewtopic.php?t=13731&start=4
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    SFX Prob

    Not sure what the problem is with snd2acm, as we used that a lot for making weapon sounds from wav files. Initially it seemed to cause wierd clicking sounds in the acm, but corpse switched from using wav to using snd format saved from goldwave. That seemed to fix the clicking problem. He's been...
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    W40K armour prototype

    BG for sure, we already have a BG spider working (Wild_qwerty converted it), not sure about diablo.
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    W40K armour prototype

    Is there sprites you can use to make character FRMs like this?
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    SFX Prob

    The basic thing that's important here is understanding that the weapon sound file names are by attack mode (1 or 2). Pistol has single fire as mode 1 (no mode 2) Minigun has burst burst as mode 1 (no mode 2) SMG has single fire as mode 1 and burst sound as mode 2 So if you change an SMG...
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    add_mult_objs_to_inven, patrolling, object name

    There are several things that affect this. The AI packet specified in the critter proto has settings for agressiveness and thresholds of when to flee, among other things. So a "Wimpy Peasant" critter will behave differently than a "Strong Guard" critter (these are existing AI packets). If...
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    add_mult_objs_to_inven, patrolling, object name

    Don't use #define, that is for setting up a constant or macro that gets merged into the source code on precompile. You see #define in the header files, where constants like PID_BOTTLE_CAPS are. That item needs to be a variable: variable item; item := create_object(PID_BOTTLE_CAPS,0,0)...
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    The Unholy G.E.C.K. and the Countdown to Extinction

    Ashmo, are you sure that bad ending for deathclaws was a bug? I remember reading something from one of the developers saying it was a conscious choice to do that. It was supposed to make you enraged at the enclave.
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    do u have fallout1 pack tool?

    I tried using KA PACK a while ago, when DAT2 wasn't available, to automate DAT building, no luck. I think the only thing interesting about those KA tools are that the game used the same scripting engine and some of the same opcodes. It's useful only as something to study or compare to FO engine...
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    Fallout 2 Patch/Mod Install Order

    It's listed as F2 patch 1.05 Update1 http://www.nma-fallout.com/forum/dload.php?action=file&file_id=77 This compatibility issue leads to a need for a new utility that would simply compare the directory trees inside the DATs and list all conflicts. Or is there something that does that...
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    Script working the second time I enter a map.

    Not as much as it would seem, I used fancy code like this: URLConnection url = (new URL(ForumURL)).openConnection(); if (url instanceof HttpURLConnection) {readHttpURL((HttpURLConnection) url);} To walk through the whole archive, grab all the info, and toss it into a database. Other fancy...
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