Search found 17 matches

by backstabber
Sun Jan 18, 2004 2:37 am
Forum: Fallout Editing
Topic: Fallout 1 End Game Patch
Replies: 6
Views: 9186

well... there's some data in the exe, at the address 00539416. It contains info about the maps. I don't have fallout installed right now so i couldn't make tests but it contains three interesting entries: childead.map, mbdead.map and brodead.map (it's beginning to be interesting :) ). There is two r...
by backstabber
Fri May 16, 2003 12:19 pm
Forum: Fallout Editing
Topic: loader for fallout2.exe
Replies: 9
Views: 8694

I've found some time to do the 1, it's here http://www.ifrance.com/foloader/foloader.zip (the old zip is included in it).
I will try to do the 2 but i don't have much time right now (fuck school...)
by backstabber
Sat May 10, 2003 12:45 pm
Forum: Fallout Editing
Topic: Some Questions about the editor that I NEED TO KNOW!
Replies: 13
Views: 11446

here: http://www.ifrance.com/foloader/mapper2patch.exe little patch to prevent mapper2.exe from crashing when there's more than 49 cities entry in city.txt
by backstabber
Sat May 10, 2003 10:45 am
Forum: Fallout Editing
Topic: Some Questions about the editor that I NEED TO KNOW!
Replies: 13
Views: 11446

Oh and i forgot to warn you: if you use the patch and add your city, the editor will crash just like the original fallout2.exe... I'll see what i can do about this...
by backstabber
Sat May 10, 2003 12:35 am
Forum: Fallout Editing
Topic: Some Questions about the editor that I NEED TO KNOW!
Replies: 13
Views: 11446

With the original exe, you can't add new towns or it will crash, you will have to download the cit patch ( http://www.teamx.ru/utils/f2_city_patch.zip ) or the loader i made (but you'll have to edit the source a bit if you want only the city patch) http://www.ifrance.com/foloader/foloader.zip though...
by backstabber
Fri May 09, 2003 6:52 pm
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37727

So distributing mods is illegal? They contains modified files from the game. (according to me it should be using the game license to make money that should be illegal... FOBOS)

Effectivement je suis français... tu sembles être canadien toi :)
by backstabber
Fri May 09, 2003 6:45 pm
Forum: Fallout Editing
Topic: loader for fallout2.exe
Replies: 9
Views: 8694

Thanks...
I'd like to pick your brains about this, if you could spare some time in the future. I need to finish off the work I'm doing on TryKos' post about the compiler first, though. ;)
I would be pleased to answer your questions (if i can).
by backstabber
Thu May 08, 2003 10:22 pm
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37727

I think most people here have broke the law, it's explicitly written in the licence:
You may not decompile, reverse engineer, or disassemble the oftware, except as permitted by law.
Even undating files could be considered as illegal (exept if you have interplay's authorisation... )
by backstabber
Thu May 08, 2003 1:26 pm
Forum: Fallout Editing
Topic: loader for fallout2.exe
Replies: 9
Views: 8694

loader for fallout2.exe

I included source code i zip file, the default exe give you the pipboy, change the player's look from tribal to v13 suit, and enables the city patch. In the source, you can uncomment lines that allow you to : set the first map name, change the patch000.dat to another filename and a very dirty patch ...
by backstabber
Thu May 08, 2003 6:56 am
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37727

oh! and for changing patch000's name, it seems to work, you have to replace the patch%03d.dat string with wathever you want...
by backstabber
Thu May 08, 2003 6:33 am
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37727

<a href="http://www.ifrance.com/foloader/loader.exe">Here</a> sorry... bad copy/paste
by backstabber
Thu May 08, 2003 6:32 am
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37727

I've made a small loader, it patches the prog in memory to give the pipboy and have the suit: <a href="www.ifrance.com/foloader/loader.exe">here</a>
by backstabber
Wed May 07, 2003 2:56 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41867

Oh! sorry... I forgot to log in...
by backstabber
Wed May 07, 2003 11:03 am
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 41867

all commands in noid's compiler are somewhere in the exe. in uk exe, you'll find the "standard" commands init from 466C20 to 467118 00466C3A mov edx, offset sub_464594 ; deletebutton ; The address put in edx is the adress of the routine for the script command 00466C3F mov eax, 808Ch ;in ea...
by backstabber
Wed May 07, 2003 10:48 am
Forum: Fallout Editing
Topic: Questions about scripting
Replies: 44
Views: 37727

to have the pipboy at the start you have to patch: UK version 75 to EB at offset 875C1 FR version 75 to EB at offset 876E1 US version 75 to EB at offset 87411 replace all hmwarr to hmjmps an hfprim to hfjmps to have the vsuit since it's a little crappy to do this, i'll se if i can make a memory patch
by backstabber
Wed May 07, 2003 10:36 am
Forum: Fallout Editing
Topic: Some Questions about the editor that I NEED TO KNOW!
Replies: 13
Views: 11446

You set the music of the map in maps.txt
by backstabber
Wed May 07, 2003 10:25 am
Forum: Fallout Editing
Topic: Making critters lootable after killing them
Replies: 14
Views: 10720

I think it's the pickup_p_proc, it is defined only in gecko's scripts. The rats or mantis scrips don't have this proc.