Editing Headers

Josan12

Vault Senior Citizen
Well, i searched for a while but couldn't find an answer to this probably simple questions:

How do i edit the headers? Should i use the mapper headers and then put them somewhere in the Fallout folder?
Specifically, i want to mess with the lighting defines in 'UPDATMAP.h'
 
Nirran said:
any text edit will do,i use fse for them

No - i mean where do i put them in the Fallout2 folder once i've edited it so that the game will recgonise the changes i've made?
 
Josan12 said:
No - i mean where do i put them in the Fallout2 folder once i've edited it so that the game will recgonise the changes i've made?

You don't put them anywhere. Just leave them where they are. The game will recognise the changes automatically (though sometimes it may happen on the second launch since the change).
 
Ardent said:
You don't put them anywhere. Just leave them where they are. The game will recognise the changes automatically (though sometimes it may happen on the second launch since the change).
Not the script headers, it wont.

You'll need to recompile every single script that includes the header.
 
Timeslip said:
You'll need to recompile every single script that includes the header.

Waaaaaaa!! :cry: It's not fair! Stupid headers! I thought the whole point of them was that you can just make one change in a header and change all the scripts that call on that info in that header!
Oh well. Actually it's not that bad - i don't have *that* many changes to make and they're simple.

Thanks folks.
 
In the script folder are *.bat files from the original shit. With this, the developers could compile all scripts in one rush. Sadly, FSE doesn't have such a function and I am too much noob to figure out a different way with this *.bat files. :>
 
Timeslip said:
Ardent said:
You don't put them anywhere. Just leave them where they are. The game will recognise the changes automatically (though sometimes it may happen on the second launch since the change).
Not the script headers, it wont.

You'll need to recompile every single script that includes the header.

That sounds logical, but it has always worked for me the way I described it :scratch:
 
But the game itself doesn't (shouldn't) care about the script header files. Only about the compiled scripts.
 
Ardent said:
That sounds logical, but it has always worked for me the way I described it :scratch:
Then you're either imagining things, or thinking about something different. (We're talking about the *.h files in the 'headers' folder of the scripts that came with the mapper. Not any .lst or .txt or anything else files.)

As lexx said, the game doesn't care about the script headers. It doesn't even have any code for reading them. Heck, even the script compiler doesn't have any code for reading them, which is why it depends on an external preprocessor. (Something that I've finally got around to fixing for the next release.)
 
Timeslip said:
Then you're either imagining things, or thinking about something different. (We're talking about the *.h files in the 'headers' folder of the scripts that came with the mapper. Not any .lst or .txt or anything else files.)

Or maybe I have some uber-amazing meta-programming powers that I don't even realise :lol: No, I guess I just never noticed because after editing headers (yes, we were talking about the same thing) I had to recompile the scripts for some reason anyway.
 
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