Search results

  1. notdefix

    Scripting errors: what does [some error message] mean?

    Ah, thanks. seems I should have read: http://falloutmods.wikia.com/wiki/Another_scripting_tutorial before asking questions. Should there be a correlation between the MVAR_ variables declared in the mapname.H and the mapname.GAM files?
  2. notdefix

    Scripting errors: what does [some error message] mean?

    Hi, I'm trying some scripting. I've got BIS mapper setup to log errors to file (can't get the actual game to run in debug mode). I get the following error Script <Map map_update_p_proc> Error: script: scripts\kcemit3b.int ERROR: attempt to reference map var out of range: 18 Error...
  3. notdefix

    Mapper2 - Lighting (indoor/outdoor)

    I've no idea how the mess was created. I did quite some play testing (using F8) so maybe that could cause the player script to somehow end up in the map. However, I did not (to my knowledge) ever even open any of the San Fran maps. I didn't start a new map though, I made changes to the original...
  4. notdefix

    Mapper2 - Lighting (indoor/outdoor)

    Thanks, I really appreciate the help. I'm happy to learn that a: it is solvable and b: I'm not completely stupid in not figuring out the issue myself.
  5. notdefix

    Mapper2 - Lighting (indoor/outdoor)

    If you could take a look, that would be great. I've included the unmodified script file (the one from master.dat) and the unmodified source file (as bundled with BIS mapper). Cheers
  6. notdefix

    Mapper2 - Lighting (indoor/outdoor)

    The script is (for now) the default script that lives in master.dat*. I've set the map script in the mapper and saved the map afterwards. I then loaded up my savegame and travelled from Klamath to the Toxic Caves, and the caves lighting is affected by the day/night time. The save is used was...
  7. notdefix

    Mapper2 - Lighting (indoor/outdoor)

    Ok, I'm at a loss :-) I decompiled klatoxcv.ssl and found that it mostly seems to match the script that comes with BIS Mapper (only flattened and with variable names missing, but that's as expected). However, the script already says: procedure map_update_p_proc begin Cavern_Lighting; end...
  8. notdefix

    Mapper2 - Lighting (indoor/outdoor)

    Hi, I'm trying to figure out how to make sure an underground location does not have outdoor lighting. In other words, I'm trying to disbale the 'dark at night and bright sunlight at noon' setting. I've toyed around with the D key [Switch light level look of map (day, night et al)] in mapper...
  9. notdefix

    Fallout in Fallout2 engine

    Must be an enormous amount of work. Lot's of respect for those that try to pull it off.
  10. notdefix

    Fallout in Fallout2 engine

    Hi, I seem to remember that at one point in time, some Russian modders had managed to port Fallout to the Fallout2 engine. Is this indeed correct? and if so, is this port still available for download somewhere? Cheers
  11. notdefix

    BIS Mapper: unknown 'somthing' is blocking the hex

    Hmm, that didn't work. I'm guessing the 'delete spatial script' command only deletes the script, not the actual scenery. I checked through the map's TEXT output file and confirmed the two hexes blocked by an invisible something are indeed blocked by an 'elevator stub'. How can I remove the...
  12. notdefix

    BIS Mapper: unknown 'somthing' is blocking the hex

    Ah thanks, that helped me remove 1 of the 3 blocked hexes (it turned out be a stray wall blocker). I suspect that at least one of the other two could maybe be 'elevator stub' scenery (#1292). Any suggestions on how to remove (or move) an elevator stub'?
  13. notdefix

    BIS Mapper: unknown 'somthing' is blocking the hex

    Hi, Is there any method to figure out what is blocking a hex? I've two hexes (that I know of) that are blocking both movement and placing stuff. In hex view, they show up as red. I've tried deleting and/or moving it as scenery, wall, tile, etc. But there seems to be nothing there... except...
  14. notdefix

    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Thanks for the replies. I've read the topic linked by Fat Luke (thanks!) and finally got it to work. For anyone else who tries to get this to work in the future, this is what worked for me: I've created a new partition (F:) and reinstalled Fallout2, BIS Mapper and created the...
  15. notdefix

    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    I'm attempting, without much success, to add custom frm walls to the proto list. I've set up the following folder structure (only custom dirs shown): I've extracted walls.lst and placed it in art/walls and I've extracted the other walls.lst and placed it in proto/walls. I've added my own...
  16. notdefix

    Mappers Wanted!!! For the Van Buren Project.

    Not sure if the call for mappers is still current, but I would be interested in helping out. I'm somewhat familiar with the mapper, but not overly so. PM me if interested.
  17. notdefix

    Creating a dead body - mapper question

    Thanks! Can I also change which dead frame is shown? Edit: Never mind, found the shortcut keys list (it is shift+k).
  18. notdefix

    Creating a dead body - mapper question

    Hi, I recently dug up some maps I made (replacement for toxic caves) and I'm toying around with them once more. I think I remember there was some method to create a dead (lootable) body, but I can't find any post or tutorial that details how to do it. Could anyone maybe tell me how to do this...
Back
Top