limited number of registerable scripts?

alexweiln

First time out of the vault
Hi all again.
What I am concerned about at the moment, is if in fallout 2 there's any kind of limitation to the number of scripts that can be registered.
I managed to include in a mod - wich is far from release - the number of 60 new scripts.
Now I noticed that the last two scripts (1356 and 1357(scripts.h)) are supposed to do different things, #1356 is a map script, but does nothing, #1357 is a computer, but just acts like its default proto (#814 in mapper scenery list).
Registration (w/ FSE, thanx to Jargo) was successful, as was the compiling process too. The de-compiled scripts contain (as far as I know) even the same commands and procedures, so there don't seem to be any error.
If you think you need to read through the sources in order to assist me with this issue, I'll send them to you by e-mail. I think there's no need to waste space here.
Thanx, Alex
 
alexweiln said:
What I am concerned about at the moment, is if in fallout 2 there's any kind of limitation to the number of scripts that can be registered.

If there is a limit, I haven't found it yet... and I've added more than 400 to the game so far. I use a different program to compile scripts, so I can't help you with that part.

However, are you sure that the script is totally correct? It may not be, even if it was still able to be compiled. Or, it might just be a function of the mapper. Scripts don't always work the same in the mapper as they do in the game.

If you've rechecked these, then go ahead and e-mail me the actual scripts (not the source files) and I'll take a look at them.
 
On behalf of the script being correct:
I am not that familiar /w pascal but the scripts structure seems to be much like C, and the special commands are highlighted by the Ed. Further did I double check the commands and #includes with the editor documentation. Besides include these scripts really nothing *that* different from others I wrote, and I only got that error after losing the scripts.h file by deinstalling the mapper. So I am quite certain they *should* work.
As for the in game checks:
I did check them both in the mapper and ingame.

Edit:
I was just trying something now, I have written a useless spatial what was only there to display a text.
After registering and compiling I included it in several of my maps.
And again, in the mapper and ingame: it does nothing, as if there were no script.

Edit 2:
MIB88 already found my fault, typing the wrong code!
But after fixing that, the script itself does already nothing. And now the spatial mentioned above shows the computers messages.

Edit 3:
The problem has been finally solved by the following steps (thank you again MIB88):
1. Backing up all custom header files and renaming scripts.msg.
2. Uninstalling the mapper and FSE.
3. Installing the Mapper and FSE again.
4. Unpacking scripts.lst from f2's master.dat
5. Registering each script again and in the proper order due to the 'modified' scripts.lst. This is important because the scripts and their .msg files are referenced to each other by ther numbers in scripts.h and scrname.msg.
Notice: just reentering them in scripts.h and scrname.msg did not work for me, so far.
I have really *no* clue why that is so, maybe someone more familiar with it could post something to the workings of script registration?
 
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