Scripting/Mapper questions

Continuum said:
Because I added a little script to my previous post:

Code:
IF брат_Soifran_is_viewing_this_image THEN 
	hide_image
ELSE 
	show_image
END

My teh haxzors skillz are incredible, aren't they?

I lol'ed :lol:

But, to actually answer your question:

Is there a possibility to use scroll blockers in this way?

You can put scroll blockers in any direction that is available in the Mapper. However, I'm not sure about that, but I had a map that was lined with "oblique" and not "straight" lines of scroll blockers. The refreshing of the map was uber-f**ed up - I hade to move the cursor around to actually see anything. Moreover, navigation of the map wasn't very comfortable - the screen would block, etc.



But it was a very small map, so maybe if you chuck in those biggussime rocks of yours, it will work ok. There's only one way to find out... :wink:
 
Code:
#include "..\headers\define.h" 

#define NAME                    SCRIPT_DISPLAY_DRUNKEN_MASTER_PIC 

#include "..\headers\command.h" 


procedure start; 
procedure use_p_proc; 
procedure sequence; 
variable level of drunk; 
procedure timed_event_p_proc; 


procedure start 
begin 
If obj_read_obj(brother_soifran_obj,continuum_topic_obj) and lvar(level_of_drunk)>=100) then ALT F4
end 
If  obj_read_obj(brother_soifran_obj,continuum_topic_obj) and lvar(level_of_drunk)>=5) then display half_pic;
display one word on two;
end
If obj_read_obj(brother_soifran_obj,continuum_topic_obj) and lvar(level_of_drunk)<5) then display total pic and text;
switch off your computer;
run buy a loto's ticket;
end
end

erf...i only see my pic ...
:)
 
Ardent said:
But it was a very small map, so maybe if you chuck in those biggussime rocks of yours, it will work ok.
Height of the mountain is ~625, so you should be able to see a lot, without any ugly side effects, I guess... Of course I'm talking about 640x480 :ugly:

Ardent said:
There's only one way to find out... :wink:
Yes, pick up the last render I made, convert to FRM and test it! :P
 
This time engine related crap question...

Some of the "wider" THs (PAs, and Lou) got "shape" of "window" thingy (where TH is visible, which is round-ish little a bit) reflected on the FRMs, I mean the shape is simply "cleared" (bottom corners) and Harry's TH doesn't have anything like that. THs from NMA:

rhombus.gif


cabbot.gif


lou.gif


harry.gif


Now, should I cut the "window" shape thingy on my TH to prevent any weird behavior (like not fitting into the window), or leave it as it is?

Thanks in advance.


--------------------------------------------EDIT

Or maybe these image were taken from screenshots (each picture got some "reflection" thingy in left bottom corner), and they're not bitmaps extracted from the FRMs? :confused:
 
The TH on the bitmaps from the frms are square shaped (like the Harry one), so you're right to think the first three you posted were just cut from the dialog window thing (dialog window covers part of the image edges).
 
How to use:

- Hero Female Black Combat Armor
- Hero Male Black Combat Armor (fixed version)

as default model of Brotherhood Combat Armour in Fallout (not Fallout 2)?

I could replace ugly green-ish goo, by the new one, but I want only to use them for Brotherhood's version. For sure I'll need to add entries to critters.lst in art directory. But what with the rest?

Thanks in advance.

------------------------EDIT

And how can I make Ian looking like Old maxx npc critter without overwriting original blue pants?

------------------------EDIT2

Of course, I need to make it compatible with NPC mod and all these patches.
 
How to use:

- Hero Female Black Combat Armor
- Hero Male Black Combat Armor (fixed version)

as default model of Brotherhood Combat Armour in Fallout (not Fallout 2)?

If i remember correctly, (its been a long time),after you reference your new critter in the .lst file, just edit the brotherhood armor with the mapper : Click item, browse until you find it, click on it (on the toolbar, not in a map. Put the names (male and female) of your citter as written in your .lst file.

And that's it! (I think :D )


And how can I make Ian looking like Old maxx npc critter without overwriting original blue pants?
What do you mean? The Ian from fallout? Go on the shady sand map. Delete Ian. On the critter tool bar, Ian should be there somewhere. Edit it, change his appearance to oldmaxx (by clicking on the arrow under the image of the critter), put him again on the map, reassign the Ian script to it.
 
Grayswandir said:
If i remember correctly, (its been a long time),after you reference your new critter in the .lst file, just edit the brotherhood armor with the mapper : Click item, browse until you find it, click on it (on the toolbar, not in a map. Put the names (male and female) of your citter as written in your .lst file.
I thought so. But, can I open Fallout maps in original Mapper, or edit Fallout protos by some external editor?

------------------------EDIT

I always thought that both engines aren't compatible, and it's not possible to use Mapper with Fallout.
 
I never modded Fallout, so I wouldn't know for sure, but I think the .map are in the same format, but that the script and proto lists are slightly different, making it impossible to put a F1 map into F2 engine without some heavy cleansing/reorganising. That's what Jordan worked on for a while.
Anyway, if you can open it, there shouldn't be any probleme with the protos, just don't forget to have the dev file at the root of your disk, or the black CA proto would get eaten. The Ian one too, but it wouldn't be a probleme since he would already be on the map.
 
You can open a Fallout 1 map with Fallout 2 mapper, but you then can't use a saved map with Fallout 1.

You could try to exchange him with hex editor, but that's nothing for me. No clue how that works.
 
Grayswandir said:
I never modded Fallout, so I wouldn't know for sure, but I think the .map are in the same format, but that the script and proto lists are slightly different, making it impossible to put a F1 map into F2 engine without some heavy cleansing/reorganising. That's what Jordan worked on for a while.
Anyway, if you can open it, there shouldn't be any probleme with the protos, just don't forget to have the dev file at the root of your disk, or the black CA proto would get eaten. The Ian one too, but it wouldn't be a probleme since he would already be on the map.

No beef, but jordan was able to figure it out right? I know someone asked for help regarding this before. It was about elevators/ladders also being different between the games.

I might have a use for that Python installation afterall. Although, does enough people even mod Fallout 1 for this to be useful?
 
Lexx said:
You can open a Fallout 1 map with Fallout 2 mapper, but you then can't use a saved map with Fallout 1.
So new looking Ian went to hell... :(

As for the Brotherhood Armour all I need is to:

- install Fallout,
- install Mapper and update its .cfg file,
- unpack new art,
- update the critters.lst,
- run Mapper and edit stuff there.

right? Mapper doesn't expect any Fallout 2 only file(s)?

Lexx said:
You could try to exchange him with hex editor, but that's nothing for me. No clue how that works.
Nah, I can only do some simple editing, not some uber haxzorrz work.
 
Proto files from Fallout 1 are also somewhat different from Fallout 2 files. So you can't edit them that easy with Fallout 2 mapper (I think Fallout 2 protos have two more bytes at the end? Not sure right now.)

Maybe you should ask Wasteland Ghost. As she works on the restoration project for Fallout, she should know better than everyone else here. :)
 
Lexx said:
Proto files from Fallout 1 are also somewhat different from Fallout 2 files. So you can't edit them that easy with Fallout 2 mapper (I think Fallout 2 protos have two more bytes at the end? Not sure right now.)
Crap. I knew it. I remember reading about it somewhere. That's why I asked.

Anyway, this the same looking engine incompatibility is getting really annoying. Even simple changes are pain in da ass :? Brutal overwriting is the only option to get new, better looking Combat Armour, I guess...
 
I made a simple tool to convert FO1 maps edited in FO2 mapper from FO2 maps format to FO1 format:
here links for first version of tool:
http://cubik2k.w.interii.pl/pliki/fofo_map_converter.rar

second version of tool:
http://cubik2k.w.interii.pl/pliki/fofo_map_converter_V2.zip


Proto files for items in FO1 has the same format as proto files for items in FO2.
Proto files of critters in FO1 are 4 bytes smaller than FO2 files. You can use hexeditor and add 4 bytes (x00) at the end of FO1 critter proto file and you could edit it in mapper editor.
 
Now Fallout 1 map butchering can begin. :D

If I try to think about, what I would change... I have no idea. Guess I wouldn't change anything. But if you can add NPCs with script, it is super great.
 
Does anyone know what exactly that GetRection (and shit connected to it, like LevelToReact, BottomReact, and shit) does? It's attached to talk_p_proc (and its sub-procedures), but how exactly it's influencing the dialogue? Isn't the reaction already pre-defined, like here?
Code:
giq_option(blahblahblah, blahblahblah, blahblahblah, blahblahblah, 49)
giq_option(blahblahblah, blahblahblah, blahblahblah, blahblahblah, 50)
giq_option(blahblahblah, blahblahblah, blahblahblah, blahblahblah, 51)
In some scripts it's even not referenced (whole, or parts of it)... is this something important, or something I can delete without breaking something... or maybe it's working, like ammo modifiers in Fallout (which means not working at all)?

Thanks in advance.

----------------------EDIT

There's such thingy in mapper2.cfg:

Code:
show_pid_numbers=1

But what do I need to do to see the pids?
 
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