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  1. QuantumApprentice

    load_map command

    Awesome thank you! I couldn't get GVAR_LOAD_MAP_INDEX to change by just using load_map, but that override_map_start command did the trick. Thanks again :)
  2. QuantumApprentice

    load_map command

    Digging through the manual, it looks like there are a couple of other commands that may work better, can anybody give me their opinions on these? goto_xy Map (Moves the character to the specific map?) Sduibek (talk) 18:03, August 4, 2012 (UTC) ...and... move_to int Map obj (ObjectPtr)...
  3. QuantumApprentice

    load_map command

    The load_map command is used to change maps for the player using some trigger. The definition for this command is listed in the map scripting document as this: load_map void Map map_name (string or int) start_location (int) Loads a new map (map_name), removing all scripts currently running...
  4. QuantumApprentice

    Text printing functions in Fallout 1/F2.

    Would you be willing to post a link?
  5. QuantumApprentice

    Change the interface location in SFall.

    Sure, but you could make an overlay with new artwork. The most difficult thing would probably be figuring out how to move where the text is displayed for the log panel.
  6. QuantumApprentice

    Change the interface location in SFall.

    I found the Inventory Filter github page recently, and it occurs to me that mr stalin created new buttons and a clickable interface. Having a peak at the code might be helpful for adjusting the main interface to suit your preference. https://github.com/FakelsHub/InventoryFilter
  7. QuantumApprentice

    Text printing functions in Fallout 1/F2.

    Is pseudo-C code good enough to figure out the answer to the op's question?
  8. QuantumApprentice

    Text printing functions in Fallout 1/F2.

    He means the source code is not available. All we have is reverse engineered/decompiled code from the machine code executable. And even that isn't readily available.
  9. QuantumApprentice

    Change the interface location in SFall.

    Can you link any write-ups as to how this is done?
  10. QuantumApprentice

    Fallout 2 mod Olympus 2207 problems

    If you have the note it tells you to check Livos.
  11. QuantumApprentice

    Fallout 2 mod Do you have to manually edit every single sprite when modding critters?

    Alternatively, if you wanted to make new critters you could follow this blender tutorial:
  12. QuantumApprentice

    Fallout 2 mod Do you have to manually edit every single sprite when modding critters?

    You can export the file as a gif using Titanium as mentioned above, and you can import the gif into just about any competent image editing software and edit the individual frames. Photoshop will work, but so will gimp, which is free :)
  13. QuantumApprentice

    Fallout 2 utility anywav2

    Yeah I couldn't get it to work either, but AWESOME for the links! I had no idea there would be an open source version. Now I just need to figure out how to combine this code and create a full program that handles all the stuff! :P
  14. QuantumApprentice

    Fallout 2 utility scripting (101)

    I'll add that to the description, thanks!
  15. QuantumApprentice

    Fallout 2 utility anywav2

    ah ok...well ffmpeg has an acm decoder(not sure how well it works): https://github.com/FFmpeg/FFmpeg/blob/5541cffa17a8c45004e5ceeda52d4d6b2acee037/libavcodec/interplayacm.c could we use this information to use ffmpeg as an encoder?
  16. QuantumApprentice

    Fallout 2 utility scripting (101)

    3 Ways to Write a Follow Script. My first full length scripting video...complicated and long...but I hope the editing at least makes sense. I'd love any feedback on how to better explain what's going on with the scripting process. And, though I hesitate to ask, I'd love any feedback on...
  17. QuantumApprentice

    Fallout 2 utility anywav2

    hmm...ok you're making it sound like we need a new conversion tool that does all these jobs?
  18. QuantumApprentice

    Fallout 2 utility anywav2

    Dude that's awesome! Thanks for the links! Doesn't snd2acm just convert from WAV to ACM format? It looks like the cmd scripts included in the zip file make use of ffmpeg to do some conversions...doesn't that take care of snd2acm's function?
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