mvBarracuda
Vault Dweller

ATM we seriously consider to port the Fallout 2 campaign to IanOut to give the modders with the next beta the chance to use this Fallout 2 campaign as a starting point for their mods.
The most important thing to release this campaign is a working map converter for IanOut, that converts the Fallout 2 maps in to IanOut format. I just realized that the BIS mapper supports text output, and I think this is great starting point for the converter, because parsing the .txt files is much easier than fighting them the binary way. So I got some basic questions about the Fallout 2 map format and the .txt output feature. You can help IanOut to release faster so hopefully there's someone out there with knowlegde of these things.
1. What are the ".gam" files used for? Is it correct that they store the map vars?
2. When I create the .txt files of the maps, some files got an additional ".cfg" file; whats the purpose of this file? Maybe storing the map vars?
3. Are there any known bugs when working with .txt output or is the feature "stable" so that working with .txt maps should deliver the same results as working with binary .map maps?
4. These are just samples of a .txt file; hopefully someone could explain what each lines defines:
Samples:
Hmm that seems to be the map vars, filename, etc; easy
Seems to be the tiles; but whats roof and whats floor? And whats sq??
Hmm seems to be the scripts; easy. Maybe we could include a feature in the converter so that all scripts are generated; just the files not any scriptcode, but this way you could know what critters left to script
Hmm thats seems to be the code of some objects; but where is the scenery? Or is scenery already included in the tiles section?
Hopefully you can help us. You can download the whole file here: http://ianout.nma-fallout.com/dante.zip
The most important thing to release this campaign is a working map converter for IanOut, that converts the Fallout 2 maps in to IanOut format. I just realized that the BIS mapper supports text output, and I think this is great starting point for the converter, because parsing the .txt files is much easier than fighting them the binary way. So I got some basic questions about the Fallout 2 map format and the .txt output feature. You can help IanOut to release faster so hopefully there's someone out there with knowlegde of these things.
1. What are the ".gam" files used for? Is it correct that they store the map vars?
2. When I create the .txt files of the maps, some files got an additional ".cfg" file; whats the purpose of this file? Maybe storing the map vars?
3. Are there any known bugs when working with .txt output or is the feature "stable" so that working with .txt maps should deliver the same results as working with binary .map maps?
4. These are just samples of a .txt file; hopefully someone could explain what each lines defines:
Samples:
Code:
>>>>>>>>>>: MAP_DATA <<<<<<<<<<
map_ver: 20
map_name: ARTEMPLE.MAP
map_ent_tile: 18492
map_ent_elev: 0
map_ent_rot: 0
map_num_loc_vars: 0
map_script_idx: 745
map_flags: 12
map_darkness: 1
map_num_glob_vars: 0
map_number: 126
Code:
>>>>>>>>>>: MAP_SQUARES <<<<<<<<<<
square_elev: 0
sq: 65537 grid000 grid000
[...]
sq: 65537 grid000 grid000
sq: 65537 grid000 grid000
sq: 65537 grid000 grid000
sq: 65731 edg5004 grid000
sq: 65727 edg5000 grid000
sq: 65730 edg5003 grid000
[...]
Code:
>>>>>>>>>>: SCRIPTS <<<<<<<<<<
SCRS:
scr_num: 0
scr_num: 0
scr_num: 0
scr_num: 2
[[SCRIPT]]
scr_id: 50331648
scr_next: 4294967295
scr_flags: 0
scr_script_idx: 511
scr_oid: 14
scr_local_var_offset: 4294967295
scr_num_local_vars: 0
scr_id: 50331649
scr_next: 4294967295
scr_flags: 0
scr_script_idx: 511
scr_oid: 18
scr_local_var_offset: 4294967295
scr_num_local_vars: 0
scr_num: 1
[[SCRIPT]]
scr_id: 67108865
scr_next: 4294967295
scr_flags: 0
scr_script_idx: 750
scr_oid: 24
scr_local_var_offset: 4294967295
scr_num_local_vars: 0
Code:
[OBJECT BEGIN]
obj_id: 16
obj_tile_num: 11684
obj_x: 0
obj_y: 0
obj_sx: 448
obj_sy: -2
obj_cur_frm: 0
obj_cur_rot: 0
obj_pid: 33554776 00000345
obj_fid: 33554453 block
obj_flags: 2684354568
obj_elev: 0
obj_cid: 4294967295
obj_light_distance: 0
obj_light_intensity: 0
obj_outline: 0
obj_sid: 4294967295
obj_pud.inv_size: 0
obj_pud.inv_max: 0
obj_pudg.updated_flags: 0
[OBJECT END]
[OBJECT BEGIN]
obj_id: 252
obj_tile_num: 11685
obj_x: 0
obj_y: 0
obj_sx: 416
obj_sy: -2
obj_cur_frm: 0
obj_cur_rot: 0
obj_pid: 33554776 00000345
obj_fid: 33554453 block
obj_flags: 2684354568
obj_elev: 0
obj_cid: 4294967295
obj_light_distance: 0
obj_light_intensity: 0
obj_outline: 0
obj_sid: 4294967295
obj_pud.inv_size: 0
obj_pud.inv_max: 0
obj_pudg.updated_flags: 0
[OBJECT END]
[...]
[OBJECT BEGIN]
obj_id: 1626
obj_tile_num: 25498
obj_x: 0
obj_y: 0
obj_sx: 704
obj_sy: 389
obj_cur_frm: 0
obj_cur_rot: 0
obj_pid: 33555379 00000948
obj_fid: 33555390 TREE9
obj_flags: 2147516416
obj_elev: 0
obj_cid: 4294967295
obj_light_distance: 0
obj_light_intensity: 0
obj_outline: 0
obj_sid: 4294967295
obj_pud.inv_size: 0
obj_pud.inv_max: 0
obj_pudg.updated_flags: 0
[OBJECT END]
[[OBJECTS END]]
EOF
Hopefully you can help us. You can download the whole file here: http://ianout.nma-fallout.com/dante.zip