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  1. burn

    UP and RP updates

    New UPU release: v22. Major changes: Fixed a v20 bug which prevented NCR brahmin drive from starting, as well as multiple vanilla bugs. Now includes all gore animations missing from German version. Sfall’s AP ammo mod is included (but not enabled by default). Karma perks implementation is...
  2. burn

    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    Well, can I tell you now that for checking whether it's a new game, you can just check game_time. Or do something like (map_first_run and cur_map_index = MAP_START_AREA). (Also, if you have a multiple bool vars, you can mimic vanilla and set/check individual bits in a gvar, although this...
  3. burn

    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    So you want state, but you don't want state. Well, generally speaking you're right, encapsulation exists for a reason (in other languages). However, practically, in my years of Fallout modding, I probably used a whopping amount of... 5 sfall gvars? Maybe 10, tops. And, like noted, you can...
  4. burn

    Fallout 2 utility Is it possible to have LVARs in sfall global scripts?

    You already have the equivalent of private variables in other languages. It's normal variables.
  5. burn

    A modding prefix for your mods

    Oh, that's cool, added v_.
  6. burn

    A modding prefix for your mods

    I do not think reserving a whole letter is a good idea.
  7. burn

    Femics Questions & Answers Q&A

    I never got how export/import work. Do they get exported into global namespace? What if multiple scripts import the same var? Will they work with the same instance of it or private copies? Also, it says "export variable" Is it possible to export, say, procedures or something else?
  8. burn

    Fallout 2 mod New voice for Cassidy

    Just wondering... I'm not that familiar with sound recording, voice acting doesn't benefit from stereo?
  9. burn

    Alternate Interface

    Hm, I never knew that, dammit.
  10. burn

    Fallout 2 mod New voice for Cassidy

    Yes, exactly what @Lexx says about animations. But, never say never in our age of AI/ML advancements. Since it's going to be an independent mod, it doesn't have to claim anything. I get your argument, but I reserve judgement on that until actually trying it in-game. Anyway, the release will...
  11. burn

    Alternate Interface

    You don't if you package the mod into .dat, or just name the folder *.dat Extending PDA area is a nice idea, I always hated scrolling it to read long lines. But does it actually work in-game? I mean, do long lines use the full length of the area?
  12. burn

    Fallout 2 mod New voice for Cassidy

    Lines are likely the same in UP, it's just that starting a dialog with head works a little bit different. As for quality, it's the same as with animations - I think going for low quality just because it's always been that way is not a good policy. Either way, lowering q is always possible later...
  13. burn

    Fallout 2 mod New voice for Cassidy

    Just publish original 44Khz stereo wavs (or whatever your recording format is). @egornovivan you will handle acm/lip generation, right? And then we'll figure out how to package it as a separate mod for consumption (head is missing from UP, so the mod will need to contain that too, and UP will...
  14. burn

    VScode SSL support

    BGforge MLS is updated to version 1.16.0. What’s new: Rudimentary preprocessing support for WeiDU. Data updates from RPU, sfall, IElib, IESDP. Custom icon theme for WeiDU projects: Changelog, forum.
  15. burn

    Fallout 2 mod New voice for Cassidy

    Use ipsdoc to make 44khz acm, that will likely fix the speed issue too. Make sure to publish original recordings too, in case they will need to be re-encoded later.
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    Fallout 2 mod Black Dude / Hero Appearance Mod - Release v3.1

    This complete? I compared dat from the first post to current hero appearance version. Many files seem to be removed, many added. Some of this due to fr0-5/frm split changes, but not all. And I'm not sure why the changes in splits, too. I think mismatch with vanilla is what caused glitches with...
  17. burn

    Using the op_active_hand function.

    Man, if you can't figure it out by yourself, the answer will be useless to you. If you want to code c++, go and learn it.
  18. burn

    "Magic Hand Animation" upon using an item to an object

    Hm I thought it wasn't doing that.
  19. burn

    Problem with the Critter_inven_obj2 function.

    Errm... you don't switch items in inventory. You change active hand. Item positions are the same.
  20. burn

    Problem with the Critter_inven_obj2 function.

    Hm, I think I misread the code. Post your whole script. Also, for inspiration, take a look at ammobox code.
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