Search found 18 matches

by dude_obj
Mon Apr 11, 2005 6:56 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

were do I put my finiched scripts? And how exatly am I suposed to do with this to make things work? When you configure FSE you point to your Fallout2.cfg file like this: <img src="http://home.cogeco.ca/~desolation/FSEconfig.gif"> In the Fallout2.cfg is the patches settings: critter_patche...
by dude_obj
Thu Apr 07, 2005 1:36 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

The easiest way to compile scripts now is using Jargo's FSE (Fallout Script Editor), because in the latest version it includes everything (precompiler, compiler, and the editor itself). It doesn't get much easier than this other than writing the script source. http://bug.ii.uj.edu.pl/fallout/tools/F...
by dude_obj
Wed Mar 16, 2005 4:19 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

When people say ... make me what I need because I don't have time .... I don't think so. So your time is more valuable that mine? I already told you how to do it, this is the script source: #include "..\headers\define.h" #define NAME SCRIPT_RNDTALK #include "..\headers\command.h"...
by dude_obj
Tue Mar 15, 2005 9:47 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

Uh yeah ... but what anyone needs to learn is how to use compile.exe (that comes with the mapper) ... not watcom. Watcom is a generic C compiler. To "learn" watcom is completely out of the scope of fallout scripting, and not even useful knowledge for fallout scripting. Again: ALL watcom do...
by dude_obj
Tue Mar 15, 2005 9:20 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

It is misleading to keep calling watcom the compiler, and saying you need to learn watcom. That's a good way to confuse people. As I said, there is nothing to learn about watcom, since its is NOT the compiler that is used to do the script compiling!
by dude_obj
Tue Mar 15, 2005 8:51 pm
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

You keep saying watcom ... this doesn't do the compile ... all watcom does is precompile, which is merging the header files into the script source. The compile is done by the interplay compile.exe, which comes with the official mapper. There is nothing to learn about watcom for fallout script compil...
by dude_obj
Sat Feb 19, 2005 7:57 pm
Forum: In The News
Topic: Fallout 2: Wasteland Merc mod
Replies: 41
Views: 18436

Andy's patcher doesn't touch the exe anyways, it loads it into ram and patches in ram. You can disable movies with andy's FO2LC also, or the "short blank movies" ... here is one that works. If you copy that to artimer1.mve, artimer2.mve, artimer3.mve, artimer4.mve, credits.mve, elder.mve, ...
by dude_obj
Tue Feb 15, 2005 2:40 am
Forum: Fallout Editing
Topic: MOD EMERGENCY! SCRIPTER BADLY NEEDED!
Replies: 33
Views: 35714

When entering partial map script area Player Char say <snip> A critter script when talked to it says:<snip> You mean floating text? It is really easy to script those. Create a .msg file with those lines in it, like this: {100}{}{Greetings my master} {200}{}{Good Day mylord} {300}{}{En taro Adun} {4...
by dude_obj
Mon Nov 08, 2004 3:32 pm
Forum: Fallout 3
Topic: Isometric, 1st person and Turn based combat.
Replies: 37
Views: 27771

I'd like to be able to choose camera view based on my personal preference, or sometimes based on the situation. The turn-based combat in FO tends to make combat more strategic, but then real-time seems more dangerous. I know the majority of FO fans think that anything but isometric camera views and ...
by dude_obj
Tue Nov 02, 2004 5:41 am
Forum: Fallout Editing
Topic: Help: No automatic ending of combat and combat rolls
Replies: 2
Views: 5496

Looking at the script source code, the actual combat is not in the scripts. That means its in the engine, and the code that ends combat is not tweakable. As for printing out combat rolls, the closest you can get is enabling debugging with a patch. You can get <a href="http://home.cogeco.ca/~des...
by dude_obj
Mon Nov 01, 2004 12:07 am
Forum: Fallout Editing
Topic: Fallout Modification Tools
Replies: 0
Views: 4892

Fallout Modification Tools

Here's a new summary page for modding tools: <a href="http://home.cogeco.ca/~desolation/faq/tools/">Fallout Modification Tools</a> - View screenshots of each tool - Read docs and notes for each tool - Multiple sources for download - Links to most recent versions - Links to my <a href="...
by dude_obj
Sat Oct 30, 2004 4:44 pm
Forum: Fallout Editing
Topic: A question of copyright...
Replies: 13
Views: 13479

Well Interplay explicity said <b>make sure there's no money involved</b>. Ten bucks for a "free CD" that is worth 50 cents ... is not free.
by dude_obj
Sat Oct 30, 2004 4:18 pm
Forum: Fallout Editing
Topic: A question of copyright...
Replies: 13
Views: 13479

Having money involved is asking for trouble. Although Interplay did say unoffially "you should be okay" as long as there is NO MONEY involved and you stick to the fallout license, they also said you do so at your <a href="http://home.cogeco.ca/~desolation/faq/#Mod002">own risk</a...
by dude_obj
Tue Oct 26, 2004 10:16 pm
Forum: Fallout Editing
Topic: Worldmap extension.
Replies: 5
Views: 7909

Wow! 250 and 410MB! Those nasa images look very very cool. After looking at this stuff last I was thinking, what if the world map changed in the middle of your game? Say for example, some nukes dropped and changed the world map, that would be an interesting effect. Based on what you have seen so far...
by dude_obj
Tue Oct 26, 2004 6:43 am
Forum: Fallout Editing
Topic: Worldmap extension.
Replies: 5
Views: 7909

Topographical maps would look pretty cool for the world map. I had these links from some GPS projects a long time ago, free topos: http://www.topowest.com/ http://www.topozone.com/ http://130.166.124.2/ca_dems.htm http://data.geocomm.com/catalog/index.html http://www.lib.utexas.edu/maps/index.html T...
by dude_obj
Mon Oct 25, 2004 1:27 am
Forum: Fallout Editing
Topic: Fallout Modification FAQ
Replies: 10
Views: 42407

I think I need update permissions because I want to update it frequently, and don't want to have to bother an admin for every update. I tried pasting the whole thing in here but phpBB doesn't recognize the tags properly. I'd be happy to make it part of DAC if I can get ftp permission to send updates...
by dude_obj
Mon Oct 25, 2004 1:05 am
Forum: Fallout Editing
Topic: Fallout Modification FAQ
Replies: 10
Views: 42407

You can make it an official part as long as its easy for me to edit. Not sure what that means exactly, can I ftp it somewhere or do I have to use the phpBB to edit? Should I try just pasting the whole thing in a post?
by dude_obj
Sun Oct 24, 2004 11:54 pm
Forum: Fallout Editing
Topic: Fallout Modification FAQ
Replies: 10
Views: 42407

Fallout Modification FAQ

I have sifted through all of the modding archives I can find, and picked out a bunch of useful reference information. Its now a Fallout Modification <a href="http://home.cogeco.ca/~desolation/faq/">FAQ</a>. If you think something should be changed or added, let me know. Happy modding.