Lich said:Welcome, it's nice to see you!
Helo peoples! Am back to Fallouts.
Yay! it's good to have you back.
Lich said:Welcome, it's nice to see you!
Helo peoples! Am back to Fallouts.
Dude101 said:Lich, you released a bunch of weapons as BMPs ages ago, do you still have those files?
Lich said:Dude101 said:Lich, you released a bunch of weapons as BMPs ages ago, do you still have those files?
Yes, download from here:
newgfx.zip - 0.67MB
In this mod I will probably use only tricks of mapper like this truck, its not new graphic but some scenery, walls and tiles put together.
Jotisz said:never though the mapper would be able to do cool stuffs like this
Dude101 said:13V now has a wiki page
Hopper said:how did you created the dry river?
Grayswandir said:You are also the maker of this train, right?
It's really bloody damn cool, and this is like what may happen when somebody's lingering over fo2mapper for one hundred years.Hopper said:
It looks really cool! still, how did you created the dry river? I mean, how do you maked her like that? I've already tried to make a river with this tile, but it sucked.
Mr. Lich, may I use the below one for my own activities?Grayswandir said:I love your art. You are also the maker of this train, right?
I am working on it a little to give it a more "pre war" feeling, I hope it's ok with you...
Jesterka said:may I use the below one for my own activities?
Lich said:Jesterka said:may I use the below one for my own activities?
Yep.
BTW have question, anybody known about possible scripts limit? Am near 200 and i found something weird, all new scripts dont work, they shown "error" instead of dialog or totally crash when am move mouse over critter with that script. Am sure that problem lay somewhere in msg files. I solved it by use msg files from game instead of create new.
for example usualy i used for script abc2.int
#define NAME SCRIPT_ABC2
now am use
#define NAME SCRIPT_ACKLINT
and for abc2.int am put dialog content to acklint.msg
Now it works, but am wonder what is reason of these errors.
procedure destroy_p_proc begin
variable item;
item:=create_object(X,0,0);
add_mult_objs_to_inven(dude_obj,item,1);
end
procedure Node004 begin
Reply(107);
if (obj_is_carrying_obj_pid(dude_obj, X) ==1) then
NOption(109,Node005,002);
else
NOption(108,Node999,002);
end
procedure Node005 begin
set_global_var(GVAR_QUEST1,1);
call node999;
end
And critter_p procedure
procedure critter_p_proc begin
if (global_var(GVAR_QUEST1) == 1) then begin
remove_pid_qty(dude_obj, X, 1)
override_map_start_hex(16298, 1, 2);
load_map(126,1);
set_global_var(GVAR_QUEST1,2);
end else begin
end
end