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    Sprites for JJ89's YES/NO speech tree

    What do you guys think would be nicer? Isometric or flat as JJ's?
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    Sprites for JJ89's YES/NO speech tree

    Isometric would be cooler if not too much trouble. Thanks.
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    Questions for a Map/FOT:R?

    I left out the name by accident. When the item name left blank, the editor auto choose a name from some pool of tagnames... The good news is equipped item condition includes armor, but the armor needs a tagname. Yes. We can remove the 2nd trigger which turns the raiders to neutral...
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    Questions for a Map/FOT:R?

    After an actor being shot, the attack AI kicks in and execute checking out attacking direction routine. I haven't found any set player priority or move state will override that checking-out routine. I have limited success with the following setup. Basically to prevent the checking-out...
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    What happened to OnTheBounce maps?

    Thanks for the maps again, OTB. Welcome back to FoT modding. Looking forward to play your missions. NMA download link is up and running. http://www.nma-fallout.com/forum/dload.php?action=file&file_id=1225
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    Loading trigger files without overriding existing ones

    Are the MIS files also deflate compressed? How did you find out what file format for those MIS and TRG files? Did you use tool or just domain knowledge or both? I looked at offset 0x4ABCB0 to 0x4AE148 with ultraedit, and the bytes are not readable. Did you decompiled bos.exe? Thanks...
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    Sprites for JJ89's YES/NO speech tree

    Thanks, VFSniper. It would be great if you also include Requiem's suggestion. I had enough trouble messing with the sprites that I gave up. Concentrating on external program that combine triggers.
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    Sprites for JJ89's YES/NO speech tree

    Requesting someone to make 4 actor sprites for me. Actor-size ABCD letters. Just one layer is enough. These sprites are to replaces the brahamins in SpeechTree_Actors_Baseline.mis from http://www.nma-fallout.com/forum/viewtopic.php?t=48037 Thanks ahead.
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    What happened to OnTheBounce maps?

    Talked to OTB and he is gracious enough to share all his maps with us. He also mentioned he is modding again. http://www.moddb.com/downloads/fallouttactics-otb-maps
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    Loading trigger files without overriding existing ones

    Thanks, Jarekfall. How did you decompress the TRG file? I removed the first 8 bytes from a compressed TRG file and try to decompress it using 7-zip (which can decompress deflate compression). The operation was failure.
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    Loading trigger files without overriding existing ones

    I was hoping I might get lucky that someone already did it. I googled around the net, and didn't find any solutions on .trg files. Passed around the office, no one seemed interested. Now we need a programmer who is interested and familiar with custom file formats reverse engineering. I hex...
  12. R

    Sprites for JJ89's YES/NO speech tree

    Entities would be great. If not, sprites are great too. Thanks.
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    Loading trigger files without overriding existing ones

    Is there a way to load trigger files without overriding existing ones?
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    Speechtree Baseline Maps 3.1

    http://rapidshare.com/files/171631662/SpeechTree_BaselineMaps_V3_1.rar The extracted trigger files, editor speech node files, and speech text files are @ http://www.nma-fallout.com/forum/viewtopic.php?t=48371 =============================================== Changelog (Dec.08,2008) Version...
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    What happened to OnTheBounce maps?

    Thanks, VFSniper. I emailed him requesting some maps. Hopefully they will be available for sharing.
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    Sprites for JJ89's YES/NO speech tree

    Anyone has the YES and NO actor entities for JJ89's YES/No speech tree? The tutorial is at http://jj86tutorials.stgfc.com/Speech%20Trees/guideto.htm Or even better, actor entities of A, B, C, and D? I played with adding layers of ABCD graphics to the sprite using Sprite Creator and haven't...
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    Timer speech tree

    I updated the speech text to reflect the speech transitions better. I also found a trigger problem. I included the usage instructions below. Hopefully the color coding for speech transition should help. Please let me know if there is any questions...
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    Timer speech tree

    All right. I got this baseline version of timer speech tree that you guys can beat on it. Just as requiem suggested, two actors with basic lines. Let me know if anything breaks. This tree is quite big. 4 levels and first level started with 4 nodes with 2 parent nodes with 4 children each...
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    Deti Apokalypsy English Translation?

    Brother None put it up here. http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=5 ========= == Edit === ========= There might be some bugs in later missions as I didn't play it through. If anyone encounters problems, PM me, I will fix the problem.
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    Timer speech tree

    I checked out your changes. Looks pretty good. The problem with current implementation of human replies is that it pretty much doubles the number of branching triggers, which can be a lot for a decent size of speech tree. Maybe we can come up with a better implementation. I had no problem...
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