It is possible(actually we used something like this in New Arrayo mod) and not very difficult, BUT to do it You must know basic of Fallout scripting(you need to alter/add critter scripts).
So this would be first thing for you.
This mod was writen a long time when we have no oryginal compiller, and there was another compiller called ipp(from TeamX).
Here you have Klint source script in ipp format (it is different syntax from ssl)
script ACKlint('ACKlint');
uses stdlib,system;
Var
Static_Reaction...
Yup that's me :P.
In the oryginal mod (it was called B-TEAM) there is added source script for sulik(with komments etc).
So go to NMA downloads(or get it from FMC) and download B-Team and read the source file.
Yes Inno setup is very goos tool to creating installers.
I used it for some of my projects like FSE.
It can do everything what you need(rename/move/delete/create files/dirs etc).
There is no Fallout1 -> Fallout2 project really, sorry but this is too much trouble for not much gain.
It's a lot of work to recreate only one wordmap.txt file (all wordmap info in FO1 is hardcoded).
Don't think anybody will make something like this, but you can try ;).
interesting idea Lich. I think the best way to add this to every map in game is to add this code to obj_dude script.
Using obj_set_light_level instead of set_light_level can be also interesting.
Great idea.
Each entry in worldmap.mask is in same order as in city.txt.
So if You added your new city in city.txt as number 50 then you should add this to the end of list(after stables and before terrain types):
#
# New Reno Stables
{670}{}{Stables}
# Your location (it's just a comment )...
Nope, Gecko is set as known using normal
mark_area_known(MARK_TYPE_TOWN,AREA_GECKO,MARK_STATE_KNOWN);
call and squares around it are visible not black (they are set as known-greyed) but you must enter each square to make it visited and that is tested is stark script.
Engine just make it...
Here you go:
To add your city name frm do this:
1)create your frm and put it in data/art/intrface folder(remember that fallout filename is 8 letters max)
2)from master.dat get intrface.lst and put it in same folder as abowe
3)add you new frm to intrface.lst at the end:
EG_SAN04.FRM ...
Try maybe this:
mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_VISITED)
instead of:
mark_area_known(MARK_TYPE_TOWN,50,MARK_STATE_KNOWN);
or set state in city.txt as ON, and use mark_world_subtile_visited(XPOS,YPOS,RADIUS) to schow it.
Assuming that you added your city to city.txt file at number 50 then i see only one error(wrong using mark_area_known).
The code should be:
procedure map_exit_p_proc begin
if (town_known(50) == MARK_STATE_UNKNOWN) then begin
//debug_msg(" mark_on_map("+50+")")...
The problem is registration of your scripts.
When script is compiled it has his registered number (in FO2 in scripts.lst). So if you put fo1 compiled script in fo2 then it will work but will use his number from fo1.
To make that working you need to make list in scripts.lst in same order like...
Well Klint will not level up because of the way the armour changing is done. Each proto in this mod represent one type of armour worn by Klint. When He changes armour "old Klint" is destroyed and in his place is created completely new critter from "new armour"proto.
That's the reason why he...
Yes i know what you need it for :).
Changing numbers in msg file is not that hard, but in script it's hard thing to do since you can use that number in many ways.
Yes, kids patch in reality is just a bunch of frm files witch frames for children, they removed children by deleting graphic from critter.dat, just put them in data/art folder and will work(it does not interfere witch your patch).