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    Fallout engine movement animation system

    Hey, mine's nowhere near finished! A lot of stuff just isn't implemented. Stuff like most character stats, traits, perks; sound (although I don't suspect that to be a problem); lighting (I'm working on reverse engineering this, but it's a massive pain); many weapon modes (I only have the...
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    Fallout engine movement animation system

    Neat. If you haven't checked out the DarkFO thread, here it is: http://www.nma-fallout.com/showthread.php?202410-DarkFO-Announcement It's my engine reimplementation implemented in (now) TypeScript. :) I plan on making it open source some time in the future when it is more complete, but feel free...
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    Fallout engine movement animation system

    Heh, is your engine in JS? Also, is it going to be open source? :)
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    Let's play Fallout Fixt!

    Have some extra challenge, something like "don't buy any items", "don't pick any non-essential item up", "only use a pistol", etc. Something to make it fun and worth watching through.
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    What do we know about _lighting_?

    Lighting seems very elusive in FO2; it appears to construct a lightmap and then render triangles roughly based on this. - How does light distance affect lighting? - How does light intensity affect lighting? - How do objects blocking the path of a light source affect lighting? - How are the...
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    Improved Scripting Tools (SSL+ and Script Editor)

    Nice! Good work. Are you going to release the source / is it available?
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    REQUEST: Fallout 1 Locations mod.

    Looks dead to me.
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    REQUEST: Fallout 1 Locations mod.

    Someone was already porting FO1 to FO2 I think, check that thread. You would have to do a lot of work to make it cohabitatate with the FO2 game though, and good luck throwing it on a separate worldmap (I still don't think that's possible without patching). Basically, more work than it's worth. :P
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    Interesting Ideas from the developers

    I'm talking more about if you start modifying the logic (not just changing parameters) of the engine and multiple mods do this you're going to have issues. Not really a problem if you have a singular codebase and gate changes off though.
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    Interesting Ideas from the developers

    Just in case this isn't obvious for any reason: you can hook into anything you want, you just have to patch the binary (involving file mods or Sfall), which may not be desirable (mod conflicts, gets kind of spaghetti, etc.)
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    mapper problem - start hex

    You could have just posted another thread. The easiest way is to edit the sfall config (ddraw.ini): ;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load ;StartingMap= Otherwise you have to edit the binary.
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    DarkFO Announcement

    Hey all, just wanted to pop in to give an update. After a while of not working on DarkFO I returned to massively clean up the code and start doing some other stuff. Right now I'm mainly just reverse engineering stuff and performing more cleanups, getting everything shuffled around. There is one...
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    FallOut2 All-in-one Editor

    Whoa, dude, you should have made your own thread for this; you just necroposted in a thread from 2003. There is only one world map and it's hardcoded, so unless you make modifications to the engine you cannot have two. I think you could, at most, share the same map but have different cities and...
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    Fallout 1 PnP RPG sketchup resource HELP!

    So... Are you going to use real world satellite images, or FO 1/2 sprites, or FO3/FNV art? I don't think mixing them is going to look very good. > I am hoping to get 2D images of buildings from FO3 & FNV to build and fill up the wasteland, But as I am predominately Mac (I have a PC laptop, but...
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    How to rip classic Fallout sprites?

    FRM <-> BMP converter (DOS) : This program will convert FRM pictures to BMP and back, this one is MS-Dos based. (36.3 KB) Fo2 FRM converter : Converts FRM files from Fallout 2 to BMP or JPG, PNG, TGA, TIF, PBM, PGM and PPM. And now also convert BMP, TIF, PNG to FRM! (377.1 KB) Not sure if...
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    How to rip classic Fallout sprites?

    "F1 Dat Explorer : F1 DAT-files unpacker with GUI. (161.9 KB)" "KA Dat Extractor : File Packer and Database (DAT) File Extractor - Klingon Academy uses the same DAT format that was used in Fallout 1. So now we have orininal FO1 DAT packer. At last (18.9 KB)" "Fallout 1 DAT-file extractor (FO1) ...
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    Editing headers

    Encounters are specified in WORLDMAP.TXT, friend. You can edit the random locations random encounter enemies spawn at in MAPS.TXT.
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    How to rip classic Fallout sprites?

    Extract master.dat and critter.dat. All of the art/*/*.{FRM,FR[0-9]} files are images. You can convert them to BMP with frm2bmp (see the Tools section somewhere.) There's probably a better tool for this nowadays (I hope!), check the downloads section.
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    Game Boy Advance Fallout Rom?

    Okay, that sounds cool and all, but why would someone recreate Fallout 1 for the GBA for you? Are you paying? Do you have something else to offer?
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    Game Boy Advance Fallout Rom?

    Why in the world would you want to do that? Seriously, there are better platforms for this (like smartphones/tablets or even the 3DS), do you really want to put up with the GBA's vast limitations for... what, nostalgic purposes? Do explain.
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