Search found 175 matches

by ColJack
Sun May 25, 2003 5:37 pm
Forum: Fallout Editing
Topic: New Tutorial.. Adding Maps.
Replies: 6
Views: 6581

needs an update to fix a few anomalies....
will get it done by monday am..
by ColJack
Sun May 25, 2003 12:08 pm
Forum: In The News
Topic: Sierra Army Depot is back!
Replies: 8
Views: 3926

he just missed a / that's all.. so it put it as a sub-page of DAC, and not as a new page..
just delete the www.duckandcover.net bit..

( or use the link in his sig.. )
by ColJack
Sun May 25, 2003 9:59 am
Forum: Fallout Editing
Topic: New Tutorial.. Adding Maps.
Replies: 6
Views: 6581

on a side note, how the hell did I become respected???
by ColJack
Sun May 25, 2003 9:56 am
Forum: Fallout Editing
Topic: New Tutorial.. Adding Maps.
Replies: 6
Views: 6581

New Tutorial.. Adding Maps.

for those of you that need to know, I have just uploaded a new tutorial to our site..
Adding Maps.. ( should be self explanitory what it's about...)

url is in the sig..

enjoy!
by ColJack
Sun May 25, 2003 9:55 am
Forum: Fallout Editing
Topic: New Tutorial up.. Adding Maps!!
Replies: 1
Views: 3673

New Tutorial up.. Adding Maps!!

for those of you that need to know, I have just uploaded a new tutorial to our site..
Adding Maps.. ( should be self explanitory what it's about...)

url is in the sig..

enjoy!
by ColJack
Mon May 19, 2003 5:53 pm
Forum: Fallout Editing
Topic: two questions..
Replies: 3
Views: 4754

i was going to post an appology for you because i miss-quoted you.. you did indeed say that it was the files in the PATCH000.dat that overode those in the master.dat.. so sorry.. and thank you for pointing out that it needs to be in the fallout2\data\data directory.. ( i didn't think about that one....
by ColJack
Sun May 18, 2003 3:29 pm
Forum: Fallout Editing
Topic: two questions..
Replies: 3
Views: 4754

2. told ya.... my second question is... the same as the first but to do with the maps.txt file... i put an altered maps.txt file in the data directory but the editor insists on using the one in the master.dat... when i put the altered maps.txt in there, it works fine... ( exit grid thing ) i did ask...
by ColJack
Sun May 18, 2003 3:25 pm
Forum: Fallout Editing
Topic: two questions..
Replies: 3
Views: 4754

two questions..

1. how do you get artwork to show up without putting it in the master.dat? I tried to put some artwork from fallout 1 back in the scenery selector.. ( the names are still in the list, the frm's are still there but have been made into "unused art" stickers.. so i thought ( from what Red! to...
by ColJack
Sun May 18, 2003 10:50 am
Forum: Fallout Editing
Topic: Recruiting for Fallout 2 mod
Replies: 9
Views: 8263

Recruiting for Fallout 2 mod

We are in the middle of making a sequel to fallout 2 and are in need of more people to push the project along.. We require mapers, scripters, artists, and maybe even a voice actor or two.. ( but let's be honest.. i doubt we'll ever make a new talking head.. ) The site url is in my signature, and the...
by ColJack
Sun May 18, 2003 10:50 am
Forum: Fallout Editing
Topic: Recruiting for Fallout 2 mod.
Replies: 1
Views: 3728

Recruiting for Fallout 2 mod.

We are in the middle of making a sequel to fallout 2 and are in need of more people to push the project along.. We require mapers, scripters, artists, and maybe even a voice actor or two.. ( but let's be honest.. i doubt we'll ever make a new talking head.. ) The site url is in my signature, and the...
by ColJack
Fri May 16, 2003 9:39 pm
Forum: Fallout Editing
Topic: loader for fallout2.exe
Replies: 9
Views: 8445

post the tutorial already.. it's a good tutorial for how the existing elevators work, and will help clarify things for those who are wondering how they work.... it is of use as it is if the modder can make do with the types already in the game..
by ColJack
Thu May 15, 2003 6:26 pm
Forum: Fallout Editing
Topic: How do i Script???
Replies: 5
Views: 5558

inventory and stuff are fine.. but stores are governed by scripts..
by ColJack
Tue May 13, 2003 10:23 pm
Forum: Fallout Editing
Topic: An Idea
Replies: 4
Views: 5008

get with the program... there are at least 3 "mods" ( and i use the term loosely since they are more like sequels ) in the works.. ours and 2 others that i read about on DAC... My site has tutorials on exit grids ( with pictures ), and elevators.. and i will be writing a "basics"...
by ColJack
Tue May 13, 2003 10:12 pm
Forum: Fallout Editing
Topic: Exit Grid Tutorial.. now with pictures..
Replies: 0
Views: 3760

Exit Grid Tutorial.. now with pictures..

I have "...for dummies"-fied my exit grid tutorial on my website.. it now has pictures.. go look...

( and yes stevie.. by all means nick it and the images to post in the faq.. ( if you can have images.. ))
url in the sig..
by ColJack
Tue May 13, 2003 7:23 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 40199

Personally I don't see them as "talking elevators", I see them in the same way you interect with the "advertizment panels" when you enter towns, and how you interact with computers... yeah but i like the idea of having a conversation with a lift... in a suitably high tec setting...
by ColJack
Tue May 13, 2003 7:11 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 40199

OK, dude. If I'm not mistaken, that means the elevator tutorial needs to have some serious, fundamental chages made to it to base it on voice-activation instead? Or something? I'll move onto something else until you gents have this one sorted out. no need to wait.. the table can be edited later.. i...
by ColJack
Tue May 13, 2003 6:54 pm
Forum: Fallout Editing
Topic: How do i Script???
Replies: 5
Views: 5558

yup.. the mapping bit is the easiest part.. and even that's hard when you first start...

we are making a mod and are recruiting people.. if you are interested, icq or pm me ( keep personal chats off the forum.. :) )

we'll see if your mapping skills are up to scratch and go from there...
by ColJack
Mon May 12, 2003 11:27 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 40199

now that you've mentioned it, i think you just rendered the elevators ( as they are ) more or less useless.. if ( and i think they are ) the destination hex is hard coded too, then you'll need to build your map so that you will start outside the elevator when you "arrive" on the map form u...
by ColJack
Mon May 12, 2003 11:06 pm
Forum: Fallout Editing
Topic: setting up elevators? how?
Replies: 60
Views: 40199

1. exactly.. it's in the exe code.. and without getting our hands on the scouce code for the exe, we are limited to 24 elevators.. ( we can however hex edit the exe to alter the existing elevators, and their destinations.. it's in one of the threads somewhere.. ) 2. right.. it's the map number that ...
by ColJack
Sun May 11, 2003 11:58 pm
Forum: Fallout Editing
Topic: FAQ Contribution thread (Serious contributions only please)
Replies: 36
Views: 94332

no probs Steve. I prety much just cut and pasted them from our webby..

feel free to pm or icq me mate.. ( although i will need to authorize you first on icq. )
or even ask here.. if i'm not arround i'm sure the others will be.. ( this is the most active forum on the subject at the moment.. )