Author Topic: World Map issues + Awareness Script  (Read 5831 times)

Offline codave

  • Professional Noob Trainer
World Map issues + Awareness Script
« on: June 14, 2012, 08:06:37 pm »
My problem that I am unable to solve at the moment is the location of water on my new world map.

My new map loads perfectly, but it still uses the limitations on map travel from the previous map.

I have combed through everything of relevance in both the SDK and forums for about a day, and am unable to figure it out.

I think part of the problem is that I can't read much of the script notes, so I may have seen what I was looking for and not known what it was.

Can someone steer me in the right direction? I don't need a step by step, just a push towards the answer.

Also a minor issue, I can't remember how to change the language for the proto lists to English in the object editor.

Any tips are appreciated.
« Last Edit: June 19, 2012, 04:19:35 am by codave »

Re: World Map issues
« Reply #1 on: June 14, 2012, 09:01:46 pm »
Check some scripts called worldmap*.fos presupposing 'water' as a keyword.

JovankaB

  • Guest
Re: World Map issues
« Reply #2 on: June 14, 2012, 09:44:37 pm »
Also a minor issue, I can't remember how to change the language for the proto lists to English in the object editor.

Tools > Options > Load engl version of FOOBJ.MSG

JovankaB

  • Guest
Re: World Map issues
« Reply #3 on: June 14, 2012, 10:40:39 pm »
My problem that I am unable to solve at the moment is the location of water on my new world map.

Check out file relief_tla.png in server\maps folder. There are 16 possible color values, one for water and 15 to modify movement speed. Without going into too much technical details, the colors are:

Color / Speed modifier
FFFF00 / 0 (water)
111111 / 0.55
222222 / 0.6
333333 / 0.65
444444 / 0.7
555555 / 0.75
666666 / 0.8
777777 / 0.85
888888 / 0.9
999999 / 0.95
AAAAAA  / 1.0
BBBBBB / 1.1
CCCCCC / 1.2
DDDDDD / 1.3
EEEEEE / 1.4
FFFFFF / 1.5

Actually the only part of the colors that matter are first 4 bits of the blue channel (the last digit in the color values I gave), that's why there can be only 16 possible values. But you could change this, it's all scripted in worldmap.fos and globalmap_group.fos.
« Last Edit: June 15, 2012, 06:36:55 am by JovankaB »

Offline codave

  • Professional Noob Trainer
Re: World Map issues
« Reply #4 on: June 14, 2012, 11:30:53 pm »
Fantastic.  Makes a lot of sense. 

I found the relevant part in the scripts, and am working on a new relief image.

I'm also now able to read the lists in the object editor.

Thanks, a lot.  I appreciate the help immensely.

Offline codave

  • Professional Noob Trainer
Re: World Map issues + Awareness Script
« Reply #5 on: June 19, 2012, 04:27:03 am »
Didn't want to start a new topic.  I've never been a fan of the MSG Box Awareness after having it displayed as it is in 2238.

I've checked all of these scripts, without success.  Following instructions as Google translated them, the Client script fails to initialize every time.


http://forum.newfmc.pl/index.php?topic=233.0
http://forum.newfmc.pl/index.php?topic=364.0

SOLVED:

client_main.fos                       It's kinda laggy though
--------------------------------------------------------------------------
Code: [Select]
void render_iface( uint layer )
{
    if( layer == 3 )
    {
        DrawChosenTabs();
        GUI_Render();
    }

if( layer == 2 )
{
CritterCl@ chosen = GetChosen(); 
       if(valid(chosen) && chosen.Perk[PE_AWARENESS] != 0) 
       { 
       CritterCl@ cr = GetMonitorCritter(__MouseX, __MouseY); 
       ItemCl@ realWeapon= _CritGetItemHand(cr); 
       ItemCl@ armor=_CritGetItemArmor(cr); 
          if(valid(cr)) 
          {   
          int Y=__MouseY;
{
            DrawText (cr.Stat[ST_CURRENT_HP]+"/"+cr.Stat[ST_MAX_LIFE], __MouseX, Y-60, 500, 100, 0x0, FONT_FALLOUT, FT_BORDERED);
Y=Y+13; 
}
            if(valid(armor)) 
            { 
            DrawText (""+GetMsgStr(TEXTMSG_ITEM, STR_ITEM_INFO(armor)), __MouseX, Y-60, 500, 100, 0x0, FONT_FALLOUT, FT_BORDERED); 
            Y=Y+13; 
            } 
            if(valid(realWeapon)) 
            { 
            DrawText (""+GetMsgStr(TEXTMSG_ITEM, STR_ITEM_INFO(realWeapon)), __MouseX, Y-60, 500, 100, 0x0, FONT_FALLOUT, FT_BORDERED); 
            } 
         
          } 
       } 
}
« Last Edit: June 21, 2012, 10:02:50 am by JovankaB »

Re: World Map issues + Awareness Script
« Reply #6 on: June 21, 2012, 08:42:12 am »
Does it work? Is it like focd awareness above head and it is stable and no lag?

Re: World Map issues + Awareness Script
« Reply #7 on: June 21, 2012, 09:09:39 am »
No it is mouse over awarness like on 2238

Offline codave

  • Professional Noob Trainer
Re: World Map issues + Awareness Script
« Reply #8 on: June 21, 2012, 03:28:13 pm »
It was lagging a little for me, and a lot for my friend.

That problem was solved by disabling 3D and using the regular FOnline.exe (we had been using the D3D client).

I'm still working on the script. The script posted does not have colorizing on the HP based on the % of your max health. It also still shows the HP when the critter is dead. (-141/85, etc). The biggest issue is that it has no function to display whether the critter is injured or not.

So yes it works, but in my opinion is insufficient.

One of the links posted earlier in the thread has the non-mouse over awareness script that can be adapted.

I'll update the script when I have the additional Awareness features in there and working properly. (Unless someone wants to save me time and post it themselves).

Also, TY Jovanka for formatting the text. I'll be sure to do that from now on. :D
« Last Edit: June 21, 2012, 03:30:40 pm by codave »

Re: World Map issues + Awareness Script
« Reply #9 on: June 21, 2012, 04:16:22 pm »
Do you wanna optimize and release it? I am waiting for it.

Offline codave

  • Professional Noob Trainer
Re: World Map issues + Awareness Script
« Reply #10 on: June 21, 2012, 04:48:08 pm »
Do you wanna optimize and release it? I am waiting for it.

Waiting for what? The script?

Like I said, when I get it figured out I'll post it. Scripting isn't something I'm good at. Bear with me.

It's here: http://fodev.net/forum/index.php/topic,24432.0.html
« Last Edit: June 22, 2012, 01:50:33 am by codave »

Offline Mr Feltzer

  • FOnline: Australia
    • The Core Gaming Australia's Website
Re: World Map issues + Awareness Script
« Reply #11 on: July 22, 2012, 08:37:12 am »
It Lags like a Real bastard.. Im gonna try and resolve this..
Founder of Fallout Online Australia

Offline codave

  • Professional Noob Trainer
Re: World Map issues + Awareness Script
« Reply #12 on: July 24, 2012, 08:58:23 pm »
Resolved.  (Thanks, Wipe).

See the Ready Made thread, I've updated it.
« Last Edit: August 05, 2012, 08:01:09 am by codave »