Sorrow
So Old I'm Losing Radiation Signs
While we are at it, selling the beta version of Fallout 2 as a finished game in 1998 was kinda low too.
Nah, it's purely amateur work. They simply took the files, I'm sure they even didn't bother to read the readme and started to selling it with game.Lexx said:Or it was a accident and the readme file shouldn't be in it OR they have been too lazy to write something own.
That's actually a standard for many publishers/developers/whatever.Sorrow said:While we are at it, selling the beta version of Fallout 2 as a finished game in 1998 was kinda low too.
Too bad that the Fallout 2 box doesn't carry any warning about that "standard".Continuum said:That's actually a standard for many publishers/developers/whatever.Sorrow said:While we are at it, selling the beta version of Fallout 2 as a finished game in 1998 was kinda low too.
The compiler relies on an external preprocessor, so whether or not you use macros there will be no difference in what code it sees. The macro's can't have been expanding into exactly the same code as what you put in manually.Nirran said:the new compiler sometimes does not read the procedures,i decompiled some and they only have the variables,nothing else
edit : it happens when the compiler doesnt like the macro's included,took the macros out and put the code in dirrectly and it worked
Ah, I think I see your problem.Nirran said:the only thing i did to the macro's was delete "\" on each line
Ah, ok, that's better. Still not quite identical though; you need to delete the line break too. The preprocessor should stick the whole macro on one line.Nirran said:i ment that i deleted those \ when i put the code dirrectly into the script,not that i deleted them from my macro,my include file still has them
Yup, download the vs c++ express edition.Nirran said:is that one free?
Timeslip said:Ah, ok, that's better. Still not quite identical though; you need to delete the line break too. The preprocessor should stick the whole macro on one line.Nirran said:i ment that i deleted those \ when i put the code dirrectly into the script,not that i deleted them from my macro,my include file still has them
Yup, download the vs c++ express edition.Nirran said:is that one free?
type_00=ratio:25%, pid:16777479, Item:268(wielded), Item0-30)41, Script:771, If (Global(0) > 50)
type_00=ratio:25%, pid:16777479, Item:268(wielded), Item0-30)41, Script:771, SetGlobal(0, 15)
hs_combatdamage.int
Runs whenever the target takes damage in combat. Does not run for misses, or on extra targets when bursting.
Critter arg1 - The target
Critter arg2 - The attacker
int arg3 - The amount of damage to the target
int arg4 - The amount of damage to the attacker
int arg5 - The special effect flags for the target
int arg6 - The special effect flags for the attacker
int ret1 - The damage to the target
int ret1 - The damage to the attacker
int ret1 - The special effect flags for the target
int ret1 - The special effect flags for the attacker
Have you given up on the tile size problem and/or the level cap problem?
>Altered numbering scheme to avoid bug in unicode version of windows
>sfall now displays its version number on the title menu
>display an appropriate message and quit when used with steam
>fixed very nasty bug when saving with a patch file loaded
>added new script functions to get the current sfall version