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WARNING!!! elevators are hard coded by the looks of it, and only go to specific map index's.( see Elevator Type List ). Some go from level to level on the same map, others go from map to map..
You will need to either save your map/s as the corresponding name/s,or edit the maps.txt file to replace the map/s with your map name/s..
IMPORTANT!! You must romove or re-name the patch000.dat file because it overides anything in the data directory.
First of all, you will need to change the elevstub.frm in your
folder for another .frm in order to be able to select the stub to edit it. I suggest the elevstub.frm in my downloads section, but any art will do.. bear in mind that it will be visible in the game, but should be hidden behind a wall if done right..
Build your elevator.
Place a "zselev01" spatial script inside the elevator with a radius of 1 ( so it only triggers when you get in the lift.. ),then place an elevator stub ( scenery tile #1292 )next to the lift.
Select the stub and edit it's properties to suit your map type and elevation number.( bear in mind that the game considers mapper level 1 as elevation 0 and so on )
Your lifts will now work, as long as you have either saved your map as the coresponding name or edited the maps.txt file so the entry for the index number points to your map instead..
If you have NOT saved you map as stated above, then the lifts will send you to the coresponding map named in the Elevator Type List
-Metro: Last Light released today
-Underrail preview at RPG Fan
Monday, May 13, 2013
-Wasteland 2 Post on Cutscenes
-EDGE reminisces on Fallout
Friday, May 10, 2013
-Wasteland 2 concept sketch and tidbits
Tuesday, May 7, 2013
-Nukapedia speaks to Chris Avellone and Erik Dellums
Saturday, April 27, 2013
-Brian Fargo interviews round-up
Tuesday, April 23, 2013
-Wasteland 2 update: Weapons and assets
Sunday, April 21, 2013
-Joel Burgess and Nathan Purpkeypile on Level Design at GDC
Sunday, April 14, 2013
-Metacritic Matters: How Review Scores Hurt Video Games
-AMA Q&A with Brian Fargo and Chris Avellone
-Wasteland 2 Interview with Chris Avellone and Brian Fargo
-Wasteland Kickstarter Project Interview with Brian Fargo
-The Origins of Fallout
-Afterfall: InSanity review
-Afterfall: InSanity preview
-Lonesome Road Review
-Old World Blues review
-Fallout2 Hi-Res Patch v4.0.2
-Fallout1 Hi-Res Patch v4.0.2
-Graphics Viewer v1.36
-RobCo Systems Beta 1.0
-S.T.A.L.K.E.R.: Anarchy Cell Design Document
-Koan's Gift: Oblivion Lost Design Document Pack
-S.T.A.L.K.E.R.: Oblivion Lost Design Document
-S.T.A.L.K.E.R.: Oblivion Lost Story Outline
-Fallout Script Editor 1.5a
-Mission Mojave Fixpack
-Garden Of Eden Creation Kit
-The Weapon Mod Menu
-The Mod Configuration Menu
-Interior Lighting Overhaul
-Weapon Mods Expanded
-Dog City Denver
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