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    Fallout 1/2 windowed mode possible?

    to qwerty Thanx. http://img65.exs.cx/img65/725/scr000000vg.jpg http://img141.exs.cx/img141/8669/scr000016ch.jpg http://img141.exs.cx/img141/9283/scr000027vo.jpg http://img141.exs.cx/img141/6987/scr000037ep.jpg http://img141.exs.cx/img141/4070/scr000046cq.jpg
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    Fallout 1/2 windowed mode possible?

    to dude_obj >>Wow that's cool. Can you share any screen shots? No. I`m to lazy to register free hosting for it :-) But I can send you script & sources if you want. Good way to learn how to use all that inerface- and say-mode stuff :-) BTW, most of this commands are fully researched by...
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    Armed Critters

    >>We have these sfx animations from FoT that are explosions and other special effects. i`ll think about. >>The other thing is how the engine handles books. Item scripting is ... well dificult task. Most of the comands didn`t work for it. So when you use item there no call to use_p_proc...
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    Fallout 1/2 windowed mode possible?

    For functions than was not covered by this doc :-) List: Say-mode funcs: sayScrollUp [6] sayScrollDown [6] sayGetLastPos saystartpos sayrestart Movie funcs: playmoviealpha - fake (there is no code for it in .exe) playmoviealpharect - fake playmovierect, playmovie - they work, but...
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    Adding new weapon sounds

    Is there someone who convert weapon sounds from The Fall: Last days of Gaya? Whole game is a crap, but sfx are pretty good. And there is a lot of them. Game resources of The Fall packed in zip-like archives which can be unpacked with WinRar, for example, and all sound in ogg format. EDIT...
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    Fallout 1 Scripts

    All opcodes info canbe found here: http://www.teamx.ru/fop/ Thanks to Abel :-) BTW, playmoviealpha is a fake. Edit your mapper.cfg, set mode=gnw in [debug] section, run mapper and call playmoviealpha from any script. Than look at debug window.
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    Fallout 1/2 windowed mode possible?

    >>Well best source is TeamX http://www.teamx.ru/docs/bis_help.zip LOL 8-) I am from TeamX. I am one of the moderators of Tech Support and Research forums :-) And research of playsound, movieplay and say*-functions in bis_help.zip are mostly my work. I hope to find some *other* info here, at...
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    Armed Critters

    to dude_obj >> For this kind of thing I think it would be better to write a new prototype editor rather than patching the engine and/or mapper. Hm. Maybe Anchorite could write such tning... I know nothing about win GUI programming. I could write console-based editor only :-) I wrote simple...
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    Armed Critters

    0x1083cc - start of _perk_data table Perks, that have no used in Fallout2 and can be replaced by your own perks: 0x108bd0 - "Mental block" perk 0x108e7c - "ERROR -- UNIMPED" perk :-) 0x1087ac - "Scrounger" perk 0x109944 - "Flower child" perk 0x1090dc - "Animal friend" perk I think...
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    Armed Critters

    >>The more information we have about the engine the better. Offsets (Fallou2 1.02d, english) 0x69583 [02] - grenade damage radius 0x69587 [03] - rocket damage radius 0xfef54 - _hit_location_penalty table (called shot penalties): D8 FF FF FF-E2 FF FF FF E2 FF FF FF 00 00...
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    Destroying Objects

    Oh, fcuk... Sorry for that post... Yes, you can use spawn and fork but this functions are totally useless. Well, it really start int-script. But it *do not create any objects and don`t bind called script to any object*. It was an error at my side when i test them (copy of the script that I...
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    Destroying Objects

    to dude_obj >> If there is a way for a script to simply call another script, I'd like to hear about it, because I haven't seen that type of call. Don`t you know about exec, spawn and fork commands? spawn("111.int"); would start data/111.int script, start procedure. There three bad...
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    Creating a new perk in the game

    to dude_obj >>A new perk can be added by scripting too. You don`t understood. Script, added by *this* way is showed itself up into "Select new perk" window you gain every 3/4 levels. Its a real, full featured perk, not emulation like we did in New Vision with Shaman/Warior thing. I`m...
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    Armed Critters

    Total num of calibers are harcoded. Adding entries in the proto.msg does nothing. Mapper load only first 19 entries, others simply don`t fit. We can change this limit so the maper could read protos with cal>12h. But we can`t add new entries into the "Select calber menu" menu in mapper cause...
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    Creating a new perk in the game

    Well, I checked out item perks. They work somewhat differ. Fields [30]-[48] for it is not requriments but bonuses/penalties to stats. Penalties: 0xFFFFFFFF == -1 0xFFFFFFFE == -2 0xFFFFFFFD == -3 and so on. Still only on non-basic stat can be altered by perk so increase both rad and poiso...
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    Creating a new perk in the game

    Well, maybe this is not a news. I've just added my new perk into the game. Yes, this is for Mapper only (but all needed offsets can be found in FO too). Yes, this is not "adding" but "replacing unused". But it works. The main idea is to replace unused "Mental block" with something that...
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    Armed Critters

    >> http://www.nma-fallout.com/forum/viewtopic.php?t=11149 Damn. I dig from the wrong side :-) There is a table _cal_type_strs (name from Abel name .idc) in Mapper.exe, it`s contain pointers to strings with caliber names and it`s only can contain up to 19 pointers. Mapper hard-limit on...
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    Armed Critters

    to dude_obj >>- new weapon calibers How did you do it? As for your code. Why don`t use: if obj_item_subtype(item)==item_type_misc_item or obj_item_subtype(item)==item_type_key_item then ...
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    Fallout 1/2 windowed mode possible?

    Sorry for bad English. About windowed mod and flags. I almost newbie in asm and disassembling (I join to TeamX as a scripter, now try to dig engine), I know nothing about DDraw programming also. But But maybe you find something usefull in this post[all for Mapper.exe, not for FO itself]...
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