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  1. J

    Another DAT extractor for Fallout 1

    Hey this is a great tool, big thanks Raven, finally no more Datman one by one file adding :D. hmm nice idea, will do the same :o
  2. J

    Fallout2.exe Patcher

    Creating a loader(memory patch) is not a hard thing to do. You just need to use windows API since win do not allow direct access to memory. Use CreateProcess with CREATE_SUSPENDED flag to load exe file to memory, after load this process will stop and give you time to make changes in memory...
  3. J

    Patches for Fallout 2

    Nope :) scenery can be added and destroyed by scripts too.
  4. J

    Fallout 1/2 windowed mode possible?

    Great work Raven this will come handy ;). uhm yes already read it, we can use standard Fo elevators by editing exe but why use hacks when we can create our own custom elevators by using simple scripts. If you don't mind I would also see scripts with say-mode used on my mail...
  5. J

    Customizable NPC Mod

    Yup, made it a long time ago, this mod is based on that old Klint mod.
  6. J

    Fallout 1/2 windowed mode possible?

    Well yes i think you can call them undocumented. This are all built in functions not macros from header files and they were never used in any Fo2 Scripts (why use them when you can do all this in source code). Here is list of this functions from FSE function list(there are some more)...
  7. J

    Fallout 1/2 windowed mode possible?

    No problem ;) Ok this is a simple procedure that creates custom window (for elevator this case) with background, 4 animated buttons, and one animated image (for displaying elevator arrow) // 'createwin' procedure will create a new window // createwin("name",posx,posy,widht,height)...
  8. J

    The most anticipated MOD is finally here!!!

    Nice that someone try to upgrade this mod ;). But there are some things: Fine but when you changed proto then you forgot to set Barter flag to yes in some proto (Jacket maybe others) so when you change armour you cannot barter with Klint. Sorry but Klint will not level up, well it will...
  9. J

    Fallout 1/2 windowed mode possible?

    Uhm looks just like mine todo list. Have the same problem with playmovie :/. I didn't (yet) do much work on this say mode functions, but this can be interesting. Yup ,Scripts can create custom windows with gfx,buttons. Recently for NA mod I made full working elevator ;). Yes i think...
  10. J

    Fallout 1/2 windowed mode possible?

    I know that Raven ;), good job witch that btw. Well i read that doc and it covers all that prety good, there is not much to add. For what function you need info? BTW The very very best source of script information is.... Abel :o
  11. J

    Fallout 1/2 windowed mode possible?

    Well best source is TeamX :) http://www.teamx.ru/docs/bis_help.zip
  12. J

    Fallout 1 Scripts

    807e is opcode for playmoviealpha function.
  13. J

    Fallout 1 Scripts

    This should be 811b and it is days_since_visited function used to see how many days past from last visit.
  14. J

    Fallout 1 Scripts

    Hey thanks Shadowbird will update converter to handle this opcodes.
  15. J

    Fallout 1/2 windowed mode possible?

    Hmm that would be great but do you know how to do this? Add new code segment or something?
  16. J

    Fallout 1/2 windowed mode possible?

    Great job you did jdoe :D I remember that when i was working on 12 years limit problem I found a "small" gap at the end of CODE segment. This gap was on 12CF88 - 52DB88 (dynamic) but I worked on mapper.exe not Fallout2.exe so you need to confirm this. BTW Have you used Abel Names script?
  17. J

    Fallout 1 Scripts

    Well in FO2 this is not a comment(# is a separator in scripts.lst) and it works just as expected, but never tested it in FO1. But i can't imagine this to not work since engine must know how many saved vars(and local_var is saved) it has to prepare(but it can be that FO1 has hard local vars...
  18. J

    Fallout 1 Scripts

    Small correction: Not exactly ;). You put two types of variables to one sack. You re right about map vars but there is one more variable type and it is IMPORTED/EXPORTED VARIABLE. Map vars don't need to bee imported just use them like local variables, and they are saved. Iported...
  19. J

    Fallout 1 Scripts

    There is a BIG difference between normal SCRIPT variable with is declared at start of script like this: variable foe_ptr :=0; variable wield_ptr := 0; variable ammo_ptr:= 0; And used like this: foe_ptr := Self_obj; These variables are not saved in savegame file!!!! There...
  20. J

    New Arroyo mod thread

    Yep, this project is still alive, it is now completed in about 80%, and it will be finished soon ;)
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