Search results

  1. D

    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    When using the DebugEditorKey, I can't move my mouse after the game pauses (using Windows 10 here.) Unfortunately this means I can't really use it, any workaround for this? (BackgroundMouse would work, except the mouse goes outside of the window and clicks on other things...)
  2. D

    Does anyone have a mirror of "Fallout Quest", the JRPG demake?

    The official blog post from 2011: https://www.bethblog.com/2011/01/03/the-official-fallout-new-vegas-japanese-rpg-demake/ and the game link: https://www.bethsoft.com/jpn/fo/fo_quest/index.html I'd like to try this and preserve it, as it's a silly Fallout game/demo, but it looks like it's been...
  3. D

    DarkFO Announcement

    If you want to check it out in its current state, the code is now available: https://github.com/darkf/darkfo Happy New Years, everyone. Hopefully it won't be too long until we have a more modern Fallout 2 to play with.
  4. D

    Falltergeist - free software Fallout 2 game engine

    I notice no developers ever touch the IRC -- is it abandoned? You might want to remove it from the README then. Are there any plans to support Fallout 1? How close to the original game are you planning on getting: exactly the same, or approximating some functions?
  5. D

    jsFO - Javascript Fallout2

    Most of the data is images, not JSON, really. Although I started investigating using BSON for save games and found that it's the only way to reasonably do that without writing a custom serializer. BSON is a *ton* faster *and* smaller than JSON (JSON would completely hang for a few minutes and...
  6. D

    jsFO - Javascript Fallout2

    Precaching assets isn't that big of a deal. I have scripts to convert all of the data files into formats I can use, and then just load those through an HTTP server. Most maps load in about 30 seconds, but this is over a local connection (negligible latency, high thoroughput). Over an...
  7. D

    jsFO - Javascript Fallout2

    If you're interested in this, you might also check out DarkFO, in which I aim to make an entire port of the FO2 engine to the Web and be playable. It's not open source yet, unfortunately, but I hope to continue working on it and incorporated some of the really cool ideas and code jsFO has...
  8. D

    where is the bios of builtin characters located? (for translation)

    With extracted DAT, data/premade/*.bio
  9. D

    Can we (sort of) make Fallout object oriented?

    The unknowns actually just correspond to values like you'd see in the prototypes (see the PRO File Format page). Someone was going to update the wiki, but I guess they haven't gotten around to it yet. And, yeah, the new engine projects are the best bet for this if you want completely...
  10. D

    Jim's Improved UI Tools for Modders

    I'm not sure if sfall has any of the functionality currently but it can certainly be added (through hooks to set_font, text_to_buf, etc.) Funny coincidence, I just figured out that the Skilldex/UI text was rendered using the font files 2 days ago! Need a nice way to render that now. :) Does...
  11. D

    New tools for Fallout 1/2

    Any progress on this, Cubik2k?
  12. D

    New tools for Fallout 1/2

    That's fine, we could have someone port it to a more modern toolchain like FreePascal. Nowadays people typically use GitHub; I'd highly suggest it. The parts of the code you own the copyright for you can license however you want (although I'd suggest one such as the MIT license).
  13. D

    New tools for Fallout 1/2

    +1 to this -- everybody wins. :)
  14. D

    Fallout 2 utility My Modding Tools

    For the engine? It kind of does, entites are modeled as structural objects of varying kinds (critters, items, weapons, etc.) where all of the specific subtypes hierarchially inherit from base objects, and have overridable prototypes providing properties acting as sort of object prefabs. So...
  15. D

    DarkFO Announcement

    Well, that was almost easier than I thought: I implemented basic a lightmap generator (the only thing missing is objects being able to block light, which won't be hard, just an hour of tediousness.) Although, well, I can't speak for the quality of the code at this point. :)...
  16. D

    DarkFO Announcement

    Not really sure what you're suggesting here. What are "interactive dancing walls", and by highlight do you mean them being being lit while you're standing near them? Image just looks like a haze of fog to me. :D
  17. D

    DarkFO Announcement

    Welp, after a good ~2 months of work, I managed to reverse engineer, implement and debug the floor light drawing in FO2! http://i.imgur.com/8vQmJf4.png It's pretty convoluted, and I still need to generate the lightmap (currently I just dump it from memory; but it doesn't look grossly...
  18. D

    Jim's flexible random encounter template.

    I agree, and that could bring some interesting results. You could be involved with different gangs' power struggles and by showing support for some, join their factions; similarly, you could walk in on a fight and be asked to step in, choosing either side (or backstabbing one? :D). There's loads...
  19. D

    Jim's flexible random encounter template.

    Neato. When do we get to see cool full procedurally generated maps / random encounters? ;)
  20. D

    Fallout engine movement animation system

    That's putting it mildly. :D There are several lightmaps, many look up tables, a bunch of insane algorithms ... . I'm looking into it, but I think (according to what I've seen in FO2), my hexagon and tile transforms are probably off by quite a bit so I'll have to take care of that first, then...
Back
Top