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  1. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    Um, no idea, ask @phobos2077 :razz:
  2. J

    FO2 TC: Fallout of Nevada

    I've just been going through the maps in the editor, and the scale of this game is insane, I feel like it's bigger than FO2, which makes no sense to me. Much of the custom art is also amazingly good. Absolutely incredible work; shame I'll probably never end up playing it. :salute:
  3. J

    FO2 Mechanics Overhaul Mod

    Too bad there's no net projectile... Tho with some type of spear gun, you could have two spear projetiles running along the side of the cone, sweeping up everything in between, which would carry the suggestion of a net, this way you could even stick people to walls.... hmmm, should look into it...
  4. J

    Fallout 1 mod FO1 to FO2 conversion, for real

    @Sduibek no need to pry, but did you put up the files in Github yet? And if so, would you perhaps share the link to said github? ;)
  5. J

    FO2 Mechanics Overhaul Mod

    First, a couple of last energy weapons vids. I adjusted the projectiles so they're invisible when too close to the attacker firing them only after making these vids, so the gatling laser one looks a bit silly. For pulse weapons, I thought it would be amusing to have an trailing effect: once...
  6. J

    Jim's complete combat AI override insanity project

    Know how explosions make everybody fly around and how much fun that is? There's two things wrong with it: (1) flying critters don't bowl over existing critters, which they totally should, (2) they don't fly away from the epicenter of the explosion, but away from the attacker, which doesn't make...
  7. J

    Simulated Burst Cone Script

    Another cool thing about this unlimited wideness is that you can go all the way round, creating not a cone but a circle (okay, hexagon). This means you can use it to make a "proper" blast radius for explosions that pushes everyone outward from the center (given that all the "streams" move...
  8. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Hmm, doesn't seem to work: display_msg("exist tribal " + art_exists((FID_HMWARR bwand 0xff000fff) bwor (ANIM_sliced_in_half * 0x10000)) ); display_msg("exist jmps " + art_exists((FID_HMJMPS bwand 0xff000fff) bwor (ANIM_sliced_in_half * 0x10000)) ); both return 0 where the second one...
  9. J

    Stuff for define_extra.h

    some random stuff. First some things that help you get info about walls: #define WALL_TYPE_EAST_WEST 134217728 #define WALL_TYPE_NORTH_CORNER 268435456 #define WALL_TYPE_SOUTH_CORNER 536870912 #define...
  10. J

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I was wondering, is there a way to use art_exists to find out whether a certain critter can perform a certain animation? E.g. whether obj_art_fid(dude_obj) can perform ANIM_burned_to_nothing? I managed to get it to work for weapon animations per your instructions, which is already very helpful...
  11. J

    FO2 Mechanics Overhaul Mod

    Having some fun with energy weapons. I talked a while ago about how I wanted each energy weapon type to have its own distinct mechanics, which I'm now finally able to do animation-wise as well. For lasers, I thought it would be interesting if they could pass through targets if the armor didn't...
  12. J

    Simulated Burst Cone Script

    Just another pic to show you can make it as wide as you want while still maintaining shape:
  13. J

    Simulated Burst Cone Script

    I finally fixed a lingering issue in my burst cone, which had to do with the horizontal rotations (i.e. 1 and 4) being treated as "dominant" by the engine in its calculations (I guess this is to make the flatness of the hexes work for animations). The script you can work from to make each line...
  14. J

    Jim's complete combat AI override insanity project

    Here's a little script I put together that creates an array for a critter registering each tile he can reach. Each (minimum) distance is its own sub-array (so, e.g., array[2] is a sub-array listing all the tiles that can be reached with two steps). Here's each sub-array shown with a different...
  15. J

    Jim's complete combat AI override insanity project

    Thought I'd stop cluttering up the interesting dev ideas thread. I incorrectly said there that projectile animations are already present in the spike trap scripts, which was hopelessly naive (those only "work" because they move in one of the six cardinal directions, and even then go way too fast...
  16. J

    Interesting Ideas from the developers

    I think I more or less understand the AI routine, and why it's so stupid: at the beginning of the turn, a critter decides either to move or to attack. If it moves, it will potentially spend all of its AP's to reach that enemy, even if he has a ranged weapon. So, unless that enemy is standing...
  17. J

    Jim's flexible random encounter template.

    Yeah, I agree mostly @Continuum (though copying blockers isn't really that hard imo). I think my template approach is mostly applicable to "standalone" scenery/buildings that mesh well with desert tiles, such as tents and trees. That's why I really only envisage it as being used to populate...
  18. J

    Stuff for define_extra.h

    For a change, something that's actually useful for a header you have: #define PRODATA_IT_WP_SOUND (100) #define WEAP_SND_ATTACK "WA" #define WEAP_SND_EMPTY "WO" #define WEAP_SND_RELOAD "WR" #define WEAP_SND_IMPACT_FLESH "F" #define WEAP_SND_IMPACT_METAL "M" #define...
  19. J

    Interesting Ideas from the developers

    I've been doing some testing with the combat move options, and it works! Sort of! As long as he doesn't have an immediate attack planned (i.e. his target is within range), you can move him around like a ragdoll. If he does have an attack planned, and it's ranged, then he does the required move...
  20. J

    Jim's flexible random encounter template.

    I think I've done all I can do with regards to (the basics of) randomized map construction, so all I need to do now is what really mattered to me, namely critters. I hate critter prototypes with a passion, so I'm hoping to completely sidestep them. Ideally every critter in a random encounter...
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