Search found 28 matches

by TryKos
Sun May 18, 2003 2:01 am
Forum: Fallout Editing
Topic: Advent of the official Editor
Replies: 13
Views: 11611

Very strange... about mail and about such a bug too...

Please, send me private msg, or ICQ - which kind of message you get with my mailbox and which program are you using for editing?

Your paint program MUST do not modify palette of image, because there is stored some aaf info.
by TryKos
Fri May 16, 2003 9:29 pm
Forum: Fallout Editing
Topic: Advent of the official Editor
Replies: 13
Views: 11611

Yes, engine supports multidirectional FRMs in separate files. But, if you want to make one of already existing in Fallout FRM files into multidirectional, you MUST make them in one file. Because engine don't understands that 6 .FR0-FR5 files are mean to replace FRM file in master.dat. And yeah, Team...
by TryKos
Fri May 16, 2003 4:47 pm
Forum: Fallout Editing
Topic: Advent of the official Editor
Replies: 13
Views: 11611

Hi there, folks. To Red - making of multidirectional FRM is very easy with frmcat program placed on TeamX site. I used it and it works flawlessly. Making multidirectional scenery FRMs allows to do some neat tricks. Get it here: http://www.teamx.ru/rus/files/utils/index.shtml To Sirgalahadwizard Heh,...
by TryKos
Thu May 15, 2003 6:57 pm
Forum: Fallout Editing
Topic: Some Questions about the editor that I NEED TO KNOW!
Replies: 13
Views: 11407

backstabber, you are god 8))

I really needed this patch.

By the way, has you read my comment on Fallout2 loader? What do you thinking about it?
by TryKos
Wed May 14, 2003 1:28 am
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41747

Good work! I tested it and found that it works. Just add graphics there and we all set. Looks like my Voice Elev script goes into trash bucket, but its okay, since we got more useful tecnology now. P.S. I got very funny bugs when "teleported" to Arroyo and then tried to come back into Temp...
by TryKos
Tue May 13, 2003 12:11 am
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41747

Looks like without massive exe tweaking hardcoded elevators are pretty useless for modding :cry: We cant use custom art for panels and cant set destination place exactly. Maybe our EXE explorers can do something with that.

Anyway, Voice Elevators are at 60%.
by TryKos
Mon May 12, 2003 11:10 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41747

LOL 8)
Me and ColJack wrote similar things simultaneously.

Damn, this forum timeouts are too small for my English typing speed. "Guest" one post above is me.
by TryKos
Sun May 11, 2003 8:53 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41747

Yeah, check of Intellect built in into dialogue system. But all messages for various Intellect ranges you must write by youself. Im already has 6x5 = 30 message strings for voice level choises (like "Say "Level 1" please"). And if we will check Intellect for Hi/normal/dumb, 30 wi...
by TryKos
Sun May 11, 2003 7:45 pm
Forum: Fallout Editing
Topic: FAQ Contribution thread (Serious contributions only please)
Replies: 36
Views: 120070

So let me get this straight - the .ssl files that come with the editor are source files, and NOT decompiled versions of the .int files? Just out of curiosity, if someone wanted the edit the script files that were updated by Patch000.dat and had to decompile them, would they be decompiled from the ....
by TryKos
Sun May 11, 2003 4:29 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41747

Keycards are plain solution, and, you absolutely right, they are has drawbacks. Biggest of them is requirement to make as many cards as many levels of new elevators we have. (I think I know some funky workarounds but I dont checked if they work yet). And we can prevent dropping or stealing them by c...
by TryKos
Sun May 11, 2003 12:28 am
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41747

There can be various ways to solve this.
Lifts with voice interface, as you suggest, and lift, reacting on keycards (script checks which keykard used on lift).
Maybe I try do this after some research.
by TryKos
Sat May 10, 2003 3:01 pm
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37651

Who cares about that old russian mod for party memebers: 1) wasn't released and b) broke the exe... For all we know he might hve send people touched up pictures... I like to SEE things to beleive them. It was done by Heinz from Team-X during his FO exe studying and it not broke exe (he added new sc...
by TryKos
Sat May 10, 2003 2:41 pm
Forum: Fallout Editing
Topic: loader for fallout2.exe
Replies: 9
Views: 8675

Way to go, backstabber! I tested your loader yesterday and all I can say - Very Good. It small and it works. And thanks for the sources. If you intending to develop this program further, I have one suggestion for you: make it configurable. Two ways: 1. Easy - loader have external .ini file, which co...
by TryKos
Sat May 10, 2003 2:27 pm
Forum: Fallout Editing
Topic: FAQ Contribution thread (Serious contributions only please)
Replies: 36
Views: 120070

Nothing is ideal... 8) I got one litte thing myself - extension of the scripts in "Outdated scripts" list must be "SSL". It become "INT" because Im copied filenames manually from *.int binaries - results of comparison. It's not a big deal, but can confuse newbies. So, S...
by TryKos
Thu May 08, 2003 2:49 am
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37651

May be it must be done in "loader" form, when Fallout exe patches "on the fly", when our patch load it into memory.

Anyway, exe modification can add many very useful functions, include new script commands.
by TryKos
Thu May 08, 2003 12:16 am
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37651

Basicaly you HAVE to play the VSUIT_MOVIE ( see arvillag script for example ) to get the vault suit and pipboy, unless you want to alter the fallout exe, which you are not allowed to do ( or are, but not allowed to send it to anyone else.. ) for copyright reasons.. I dont want to look like some wil...
by TryKos
Thu May 08, 2003 12:02 am
Forum: Fallout Editing
Topic: New Modder-wannabe [Scripting tutorial by TryKos on page 2]
Replies: 49
Views: 35666

You are flatter me 8) This isnt gold. This is some general facts getting together. Anyone with little free time and curiosity can make such things. And for me it helps practice in English too 8) Just lets hope that it help somebody to understands basics and go much higher, and bring us all Fallout 3...
by TryKos
Wed May 07, 2003 11:57 pm
Forum: Fallout Editing
Topic: FAQ Contribution thread (Serious contributions only please)
Replies: 36
Views: 120070

How to make work (compile) scripts from official BIS editor.

Q: What I should do to compile any script from scripts, shipped with official editor? A: Here is step-by-step explanation (Should work on any Windows avialable, tested on XP and 98): Step 1. Get OpenWatcom preprocessor from OpenWatcom site. URL is: http://www.openwatcom.com/ftp/zips/c_nt.zip (850 Kb...
by TryKos
Wed May 07, 2003 10:35 pm
Forum: Fallout Editing
Topic: New Modder-wannabe [Scripting tutorial by TryKos on page 2]
Replies: 49
Views: 35666

Okay, then.
I just checked out first issue (about NT), and found that files from first link (with "nt" in archive name) works perfectly on NT systems, and files from DOS archive wont work at all.
So I repost corrected message to FAQ.
by TryKos
Wed May 07, 2003 6:56 am
Forum: Fallout Editing
Topic: New Modder-wannabe [Scripting tutorial by TryKos on page 2]
Replies: 49
Views: 35666

Actually, it's more complicated then that since we don't even know the files given with the editor are EVEN 1.0... Hmmm.... or my English bad, or my explanatory abilities dropped to zero... I compiled ALL editor scripts and made BINARY comparison (i.e. byte by byte) with game scripts 1.0. And excep...