Worldmap.msg

nxrv

First time out of the vault
How should i edit worldmap.msg for a new map? the only thing i know about this file is from city txt:

Code:
; Note: City names are kept in the Worldmap.msg message file

the mappers crashes after editing maps.txt and city.txt, after debugging it seems to be a problem whith worldmap.msg (when the mapper inits it )
 
I know this

I know how to edit a text file, it's about this file in particular. When i add a new city to city.txt the mapper doesn't init :

Code:
call    4D9F0C; inits wmWorldMap_init
test    eax, eax; if there's an error the call returns eax!=0
jnz     43CBD5; and it quits the program
push   offset 00531E50; ">wmWorldMap_init\t"
mov     ebx, 1CCh

in "call 4D9F0C" the error comes after a call concerning "worldmap.msg" so i suppose i have to edit it but i don't know anything about this file, is there someone who knows how the engine use it?[/code]
 
Some people are funny... they know how to disassemble a program yet don't bother looking into the problem from a more global perspective..

Get the "city patch" which adds a bunch of cities. Thing is that unlike most other files the number of cities is hardcoded in the engine (though a simple change to the array size fixes that problem). Note that then every city entry needs to be defined in the worldmap.txt.

Everything's provided in the city patch anyhow so you needn't understand how it works.

I have a question for you tohugh, which dissassembler do you use?
 
If you are running the patched version the game will use the Worldmap.msg file present in the patch0000.dat by default so if you edited the file you'll need to either extract the whole contents of the patch into the fallout2/data/ directory and delete, rename or move the dat or recompile the dat with the files you updated.
 
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