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Digital Utopia

437 Edits since joining this wiki
October 26, 2013
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Skire (talk) 06:54, October 26, 2013 (UTC)

Brother Gerard dialogueEdit

How did you alter that dialogue page from Brother Gerard? Don't tell me you did it all by hand, did you? That's a monk's work. You can change other dialogue files from Fo3 add-ons, but leave everything out that's not normal conversation. It saves you so much work. (so until DLC03WQ03Megaton in the example of Gerard). Everything below it is generic. We have done it previous by bot, but the user doing it for us doesn't have time for it. Would be nice if you could take a look at it. Jspoel Speech Jspoel 18:38, August 4, 2014 (UTC)

I don't know how you do those dialogues but I for one am not complaining :) Though everything generic is not really needed, like also the mezzable dialogue text. But keep up the good work! I'll start uploading a few other add on dialogues now, since you seem to be able to get them converted somehow. Jspoel Speech Jspoel 19:27, August 4, 2014 (UTC)
Thanks for converting all those dialogues! I'm really pleased that we have someone with advanced bot knowledge. I figure you must have programmed it to be able to do it this fast. I'll get to work on the other FO3 add-on dialogues tomorrow. Jspoel Speech Jspoel 02:09, August 5, 2014 (UTC)

First off, sorry for taking so long to reply! It would be nice if there was some kind of notification when a user's talk page was edited. :p

Yes, it definitely is a script - I ran across one of the unformatted pages, and used a couple of completed ones (namely, the one for Elder Lyons, and Ulysses), as a reference, to create a PHP script that would dump an output in wiki format. To save myself a bit of scripting effort, while reducing the chance of errors, I'm kinda using Excel as a middle man, to export the data to a MySQL table, which the script uses to pull the data. Since I didn't know the demand for the dialogue pages, it was good enough for the time. However, since completion of these is obviously a goal, I can work on making the process a bit more automated.

Regarding the generic entries - I need a bit of clarification. You said, above that I should leave out everything on Brother Gerard's page, after DLC03WQ03Megaton, but most of the examples I've seen, includes the greeting topic, as well as other general lines. So I'm a bit confused over what should stay, or go, and for whom. Beyond that - it would be a great help if there was some way of determining what should be skipped via the dialogue output itself - as it would save a fair bit of time if I could just output what needs to be added in the first place, without having to go back and edit out the unnecessary ones. Digital Utopia (talk) 07:06, August 5, 2014 (UTC)

I just now see your answer. You gave it on your own user talkpage and I didn't get the notice of it it (below right corner: New message pop-up appears). Today I removed almost everything generic from the new dialogues. What you see from now on is what you can convert. So that's to make things easier. What I mean by generic is everything you see re-appearing in files and is always the same, like PLAYERFIREWEAPON etc. and most or all stuff in Conversation and certainly Combat and Detection. This is really not interesting (I may remove some generic text from your converted dialogue). We want the unique dialogue. I noticed a little while back you left out the script notes. If it's in any way possible, those should be added between { } and emphasized in the response text. It gives the dialogues just that extra finesse and beauty. You can check Theo's dialogues for examples (f.e. plenty of examples in MQ01SarahLyons.txt. It's not essential, but it would be nice to have. Take a look at it, if you can do it, great, if not, it's also fine. I'm just glad we are at speed again with this project. Jspoel Speech Jspoel 23:01, August 5, 2014 (UTC)
Ah I gotcha. I was under the impression - perhaps wrongly, that those parts were already part of the response text - when they were there. Apparently, I was wrong. I'll see what I can do about rectifying that. And, no problem - really, I'm just glad I've found a way to contribute. Digital Utopia (talk) 23:27, August 5, 2014 (UTC)
Alright, as you've probably noticed I did make a couple of improvements to the script. First, as I'm sure Tribal Wisdom will appreciate, I removed the extra errant newline between the game tag and the Topics heading. Second, script notes are added (when they exist) between the ending of the response text, and the commented out file path. However, while that will be useful in the future, it doesn't help with the changes already made. But...I'm working on a script for that too. Digital Utopia (talk) 04:42, August 6, 2014 (UTC)
Great! I think the best option to include the script notes to already done pages, is to revert your most recent edit (undo button) and the redo it with the script you used for the last few dialogues from The Pitt where you included the script notes. I did some work on the Broken Steel dialogues where I removed everything generic and included the script notes manually. A few need to be completely rewritten (among which Griffon) and Vallincourt and Tristan need the script notes added. Good luck! Jspoel Speech Jspoel 17:48, August 6, 2014 (UTC)
Of course. Of all the most unique features of a wiki, I forgot about the revert! Thanks for the reminder. That being said, I'm not sure what you mean by completely rewritten - unless you mean (like Griffon) that they just need to be done? Regardless, I'll get started on the other addons Digital Utopia (talk) 17:57, August 6, 2014 (UTC)
B8GjvZ2-1-

The Front End

Let me know if you come across any that still need some help, I think I got them all. Had to go do some fancy shit to make getting the older versions, not make me want to bang my head against a concrete wall. Digital Utopia (talk) 23:18, August 6, 2014 (UTC)

( It's all been worth it, I can tell you that! This rather important project has been waiting for months to become in progress again and we're nearing completion. So my thanks. It's good to have a user like you on the team, with (advanced) programming skills. We're not done yet, though. If you check Special:WhatLinksHere/Template:Bot_rewrite (all pages with the bot rewrite template), there are over 50 pages left to convert (among which some important ones like Harold). I'll remove the garbage and you then you can convert them, ok? Jspoel Speech Jspoel 14:59, August 7, 2014 (UTC)

I see your converting everything left that has the bot rewrite template. I expected that you would only do the ones I prepared. Because now you're converting some dialogues that are rather useless. Look at KarenJohnson.txt. It's all generic, as it is a cut character. There are some more that are so minor, that they also don't have unique dialogue. But ok, no problem, probably not too much work for you. From now on you only have to do the ones I do, I'll probably delete the rest later on. Jspoel Speech Jspoel 16:01, August 7, 2014 (UTC)
Sorry. I'll hold off until you prepare everything. Just let me know when it's ready. Digital Utopia (talk) 16:09, August 7, 2014 (UTC)
If you see one appearing in recent changes, you can do that one, if you want. Just now I did MacCready. Jspoel Speech Jspoel 16:29, August 7, 2014 (UTC)

I, too, would like to express my deep thanks for your work on providing us with the dialogue files we so desperately aim for as an encyclopedia. Keep up the great work. :) ForGaroux Some Assembly Required! 23:05, August 5, 2014 (UTC)

Edit

Now this interesting. I noticed you increased the quality of the G logo by a great deal by vectorizing it. I'm ok working with Photoshop but I don't have experience with vectorizing. I'm very interested in seeing more of these logos improve in quality. If you see more and you can improve them, please do. I browsed you Twitter account which makes me believe you know your way around image processing programs and more. By any chance, can you work with the GECK, nifskope and Blender? Jspoel Speech Jspoel 18:39, August 7, 2014 (UTC)

I'll be happy to update them as I come across them - however, my ability is limited by the resolution and/or complexity of the original image. For example, the doe logo for Grandad's lost most of its detail due to the small size of the texture, so I just grabbed the logo directly off the texture, and used that. As far as the 3D stuff goes - I am fairly comfortable with GECK, have played with nifskope, and use the nif plugin for 3ds Max. Most of the mesh/texture assets for both FO3 and NV are already extracted from the archives with FO3Archive, just for convenience Digital Utopia (talk) 19:28, August 7, 2014 (UTC)
Ok, then I have question you may be able to answer. Do you have any idea how engraved cigarette lighter was created? I know that they used the dynamite nif render and removed the dynamite in Nifskope, leaving only the lighter. However, I can't get the lighter to animate (open the cap). Seems like they used Blender to make the cap flip but I can't make it happen. I'm curious how it's done. Jspoel Speech Jspoel 19:45, August 7, 2014 (UTC)
Sadly, it looks like one of the node types isn't supported by the max importer; so I had to export it from nifskope in dae format. Less than ideal, but good enough. The import has a dummy object named "##Cap" which is linked to the cap mesh, and is positioned at the hinge of the lighter. Simply rotating that dummy node in the appropriate direction will cause the cap to "open" at the hinge. Digital Utopia (talk) 20:42, August 7, 2014 (UTC)
I converted it, but which program do you use to open it? Can you give some instructions? I'm also asking because I'd like to have to weapon images where all the parts are pulled out and displayed seperately (cylinder, clip etc.). I have had some success using nifskope, but it does have some animation problems (like with the lighter). Jspoel Speech Jspoel 21:31, August 7, 2014 (UTC)
Oh, and I've done all dialogues, so you can convert them. Jspoel Speech Jspoel 21:33, August 7, 2014 (UTC)
The DAE extension is more properly known as Collada. Blender should have the option to import Collada files, so it should be just a matter of File->Import->Collada. Dulogo Digital Utopia (talk) 22:17, August 7, 2014 (UTC)

( Yes, I got that far. I imported it with Collada 1.4. But I'm getting a stripped, grey image and can't get colors in. How do you get those in and how do get to the dummy object. I don't have real experience with Blender. Jspoel Speech Jspoel 22:47, August 7, 2014 (UTC)

I'll check it out in blender in a little while, so I can give you a step by step. To get the colors, you'll likely need to assign the textures. and there should be some picker to pick individual objects from the scene. Like I said, I'll play with it in a bit, and give you more detailed steps. Dulogo Digital Utopia (talk) 23:34, August 7, 2014 (UTC)
Great. About the latest dialogues, there's a slight problem. You put the script note in front of the topic text instead behind it. Can you change it? (You can do it tomorrow or when you have time, already a very busy day for you I reckon). Jspoel Speech Jspoel 00:02, August 8, 2014 (UTC)
Ah, those aren't script notes - the ones in front. Those are actually part of the response text itself. I could extract that, and move it to the back, but then when there's a dialogue that does have script notes, it's going to be a bracket party at the end. But your call.Dulogo Digital Utopia (talk) 00:18, August 8, 2014 (UTC)
Ah, I see. Well, then you can leave it as it is. We're about ready! Not bad, a few days, all Fo3 add on dialogues done. Jspoel Speech Jspoel 00:52, August 8, 2014 (UTC)
I posted a tutorial of sorts on your talk page - I hope it helps! Dulogo Digital Utopia (talk) 04:25, August 8, 2014 (UTC)

Just a heads up Edit

Dear DU,

I actually had a few other things in mind, but I scraped them after I found how these others had no true reason few doing things, other then for their own self gain. I also have been trying to figure out how to make more of these things neutral, but so far have came up empty on how they all could be (with what we have so far I can honestly say without a doubt that its easier said, then done). So, I'll try to figure out how that could be possible (if it could be, really) and figure out more of them things structures and practices. I'm on now, if you have time to discuss this further in Steam. Take care and farewell.

Sincerely yours, TO7 TheOracle7 (talk) 18:49, August 7, 2014 (UTC) TheOracle7.

Now that I'm more awake, and less zombified - maybe I can explain things a little better. They don't necessarily have to be neutral - at least in the traditional sense. My main desire is to stay away from cardboard-cutout characters, such as Raiders, Fiends, or even the Regulators. While the Khans in NV were more or less peaceful in the game, it's that idea of wanting to survive the best way they know how - regardless of moral/legal/ethical faults. If the player character is going to want to join one of these groups, the player needs to be able to understand, and believe in their cause. But adding a group that literally stands for all that's good and just, is going to artificially pull players towards them - for no other reason than empirically being the "good guys". Just looking at Steam achievements: 6.7% of the players completed the game for the NCR, 5.4% for House, 4.9% for Independence, and only 3.1% for Caesar. And it should be obvious - when objectively viewing how these factions were portrayed in game, even with all their faults, why the NCR won out. Because they were portrayed as "the good guys". Digital Utopia (talk) 19:52, August 7, 2014 (UTC)
I figured as much, especially when you said: "adding a group that literally stands for all that's good and just, is going to artificially pull players towards them" Which is why I have decided to scrap TV for another group idea I have going, I'll tell you more when we're in Steam. Farewell and thanks for taking time out for a response.
P.S. I see that we both can't think straight at night, so if your schedule doesn't prevent you from doing this I suggest we both get to bed on time, so that both of us may think more clearly during the day (also, so we may cover more ground). Sincerely yours, TO7 TheOracle7 (talk) 20:37, August 7, 2014 (UTC) TheOracle7.

Hey, Edit

If you could keep me updated on that Forum as much as possible I'd really appreciate it, DU. TheOracle7 (talk) 23:14, August 7, 2014 (UTC) TheOracle7

I'll let you know once I get hosting up - which will likely be next Thursday. It'll take me a few hours probably to get everything set up with the host itself, but I should be able to get a forum up by the end of the day. Dulogo Digital Utopia (talk) 23:36, August 7, 2014 (UTC)

Progress on the lighterEdit

I'm having some problems. I went to the Outliner section, but didn't see a nifid_77-matrix and the parent dynamite_0.lib. Though I did manage to get those eye, pointer and camera. Clicked on the most below of the five, deleted the dynamite. I guess that takes care of removing the dynamite. Then you tell me to go back to the Outliner, I don't see a ##Cap. I'll add an image, also that you can see what I have on the screen and you can direct me to the three-multicolored lines icon, because I can't find it yet either. So here's the image: Lighter in Blender mesh. Jspoel Speech Jspoel 22:14, August 8, 2014 (UTC)

Well, that's interesting - for whatever reason, it appears that your Outliner doesn't show anything except for the buttons. I also noticed you're using Blender v2.49. Is there a particular reason for that, like plugin compatibility or something? If not, you might want to update to a newer version - if for no other reason, than my tutorial is based off of using 2.70, and well- here's what you should see: RMNMyyO-1-
Dulogo Digital Utopia (talk) 23:51, August 8, 2014 (UTC)

The LighterEdit

Ok, it took me some time, but I got the cap to open and the texture to appear. So there's progress. Now to figure out how to rotate the thing. I was thinking, you think you could help out getting some weapon images where the weapons are expanded? I mean cylinder, clip out of the weapon. I have to do so much imagery by myself here. I did most location images on the wiki, and all map marker and local maps. Now we speak of it, how did you manage that wonderful, extreme high res New Vegas map on your userpage? I reckon that must be 25,000 by 25,000 pixels if not more, if you'd make a normal image of it. Love to hear it. Jspoel Speech Jspoel 17:26, August 9, 2014 (UTC)

The only possible trouble with that exploded weapon idea, is that - in general, if the part isn't visible to the player, it's not going to have geometry. I mean, things like clips and cylinders should be complete, and most of the barrel will be complete on slide-action pistols; but on rifles for instance, only the visible portion of the barrel will be there. This is usually done to cut back on the number of polygons in an object, for performance reasons. I'll post a picture a little later to give you an idea of what I'm talking about, and we can go from there.
As for the map - yeah, you're about right! :p Highest zoom is technically 24,576 pixels including the "buffer" - with the map itself being 19,456 pixels. The buffer is there to make it so each zoom level is exactly double the previous one, while the full map area matches what you see in the world map in-game. The map was created via geck, with all non-ingame objects/markers hidden or deleted, in orthographic top-down mode, where the entire visible area was zoomed out to barely fit on the screen. From there, I took an app that captures a set region to the clipboard, and set it to capture the 213px x 213px selected cell, and pasted it into Photoshop. And repeated that process for each cell. From there, I resized the finished map so that each cell would be 256px, in order to make each tile on the map match up to the in-game cell. Finally, for the Google-style map, I resized the map for each zoom level, and used PHP to split the map up into tiles. Due to the high resolution of the largest zoom level, markers were placed via the 3D data from the GECK, for the map marker object itself, and then modified (if necessary) via the offset/scales shown in the World Spaces window.
While it did start off as an actual image - the problem with adding it to the wiki, is the same problem that prevents me from adding that map to the Special:Maps page. Namely, (insert meme here) the file size is too damn high! :P Wikia has a filesize limit of 10mb, and this map, at full zoom - is almost 25 times that limit. I did submit [feedback] to Wikia, about changing their Map creation wizard, so that it accepts multiple files for a single map; but that's about the best I could do. Dulogo Digital Utopia (talk) 18:39, August 9, 2014 (UTC)
Here's an example of what I was talking about - notice how a large amount of the barrel is missing, not to mention the interior of the frame? FGbtaPa-1-. Dulogo Digital Utopia (talk) 18:55, August 9, 2014 (UTC)

( It's great to have another admirer of the fine art of (extreme) high quality imagery present on the wiki! Beside me, I can remember 2 people in the past 4 years, GhostAvatar (he did all the Fo3/FNV weapons images here (think he used 3dMax, dual screen, also check this for example)) and Kryon78. Kryon and I did real-size FoT maps, some of them are 16,000 pixels. About your map, I was thinking the same thing, using the Maps extension for it. It's an extreme large image, but maybe just size it down a bit (to 12,000 or so) and use .jpg low quality format (4 or so) and you may get it down to 10 Mb. Sure would be nice to have it on the wiki. I hope Wikia can do something about the limit, but I wouldn't get my hopes up yet. Jspoel Speech Jspoel 19:07, August 9, 2014 (UTC)

About the expanded weapon images, I suppose we'd have to use Nifskope then. It does have some animation possibilities where you can eject the cylinder, clip and ammo. Jspoel Speech Jspoel 19:07, August 9, 2014 (UTC)
Oh, displaying it like that isn't a problem. Like I said the clip and ammo isn't a problem, it's just showing the individual parts of the weapon, as if it were an exploded diagram is. Showing that pistol with the slide back, or any other way you'd see...well, anything, as it can be shown in game, isn't an issue at all. Perhaps I just didn't understand what you meant at first.
It's more than just the size - I could probably get the 2nd highest zoom quality to work, if I jpeg artifact'd the hell out of it; but the entire implementation of that Maps plugin is just garbage. There's practically zero wiki integration into it at all. Even an image allows you to edit the page to add extra information, but for maps-nothing. All markers and popups have to be added by hand - with no transclusion, or wikified marker data supported. Which should, logically be able to be added in a map's page source. Maybe such a feature works well with that Game of Thrones map they're drooling over; but in a game world, where there's tons of actual data to be found, it falls way short. I've thought about creating my own wikimedia extensions, but I'm not sure how open wikia is to adding extensions they haven't already made available. I mean, proper wikified map extension, hell even a 3D extension wouldn't be out of the question to create - I've worked with more complicated plugins lol. But, there's not much point in it if it can't make this wiki better for it.
As for FoT maps go, haven't really played it; but - FO/FO2 on the other hand...well, I've had KboUhw5-1- dealings with those formats. One of these days I'll get around to making it work for all the FO2 maps, and have it get the images directly from the archive, but FO3/NV is a bit more...timely.Dulogo Digital Utopia (talk) 21:21, August 9, 2014 (UTC)

( Your Fallout mapper (read the name in the upper left corner) is interesting and made me browse a bit on the internet. I found the link to NMA and read your interaction with Sduibek, another programmer. I've had some contact with him here on the wiki. I tried to start your program but got a NET 4.0 error. After adding the "v" the error disappeared but the program still doesn't start. What I've used here is the Dims Fallout 2 mapper, primarily for getting the protos for all Fallout 2 characters and item/inventory. Didn't use it much for location images because the window is so small. For that I went in-game and used Ctrl-R and selected the map. I can't use the mapper though for Fallout 1 character protos, because it doesn't give the correct properties for characters there. In Fallout 2 it does. Do you know a solution for that? Then we can add the derived stats etcetera for the Fallout characters on the wiki pages. About the FNV map, I know the possibilities here are somewhat limited, but I'd still like that map (in reduced size). We now have a 1000*1000 pixels map, yours will always be better. Jspoel Speech Jspoel 14:46, August 10, 2014 (UTC)

Yeah, at the time I was working on it - there was startup trouble, which was weird, because it started up fine for me, even in a windows xp virtual box. But in the midst of trying to troubleshoot, NMA was apparently going through some hosting trouble, where it was down for days at a time. Which is primarily why I moved on to different stuff. If I recall, most of the trouble seemed to stem from setting storage, trying to avoid using the registry. One of these days, I'll get to working on it again :p.
You do have a point about the map - I'll see what I can do about getting something useful. I've already started on Capital Wasteland as well. Ip3kiLL-1- DLC maps for both games will follow...eventually. Dulogo Digital Utopia (talk) 18:18, August 10, 2014 (UTC)
That Fallout 3 map is beautiful. You can't find a map anywhere on the internet with such detail. It'd make a lot of people happy to see it on the wiki, I'm sure! Hope you can find the time for it. Jspoel Speech Jspoel 19:04, August 10, 2014 (UTC)
Thanks! And that's only a quarter of the entire area! The completed portion spans from Nuka-Cola at the southwest, Megaton at the northwest, and just south of Canterbury at the northeast. I'm currently letting Photoshop choke on resizing an updated new vegas map - this one has the additional world spaces that fit correctly. That includes McCarran, Crimson Caravan, Westside, North Vegas, Vault 3, and Aerotech. Sadly, neither Freeside or the Strip itself will fit in the area provided for it on the world map. I've had some luck with Long 15 as well, but since the placement/orientation for Dry Wells is completely messed up, I'm skipping those two. Dulogo Digital Utopia (talk) 19:54, August 10, 2014 (UTC)

( I'm waiting in anticipation. I realize that Freeside, The Strip doesn't fit in the New Vegas map. Maybe a seperate map then for those two sections. Same thing with Washington; the interior of the city (Mall and surroundings) doesn't fit on your map (right?) because it's all interior/different world maps. Jspoel Speech Jspoel 20:03, August 10, 2014 (UTC)

I guess a link could be added in the popup for the relevant markers - for Freeside/Strip. The two sections of Freeside fit well, as does the interior for the Mormon Fort. Sadly, the map for the Strip is just fugly. Top of Gomorrah is missing, a big chunk out of the back areas of Lucky 38 & Ultra-Luxe. Courtyards for the Tops/Gomorrah can be made to fit, but that whole area looks like they half-assed it to hell and back. I've been playing around with the DC zones, trying to see if there's a nice way to handle that. But most of it has been trying to make sense of the World Space info. I thought I had it figured out, as I was able to get all the New Vegas map markers placed appropriately, using that same data. But for Fallout 3, the same math ends up putting the Marker for Lincoln Memorial in the middle of the Potomac! The weird thing is, that per the World Space data, the DC zone for The Mall, should be scaled an offset - but, placing the tiles exactly how they're shown in that zone's cell data, makes it line up perfectly with the Wasteland "dummy" meshes for the Washington Monument and the Capitol Building. Oh well, I'll figure it out eventually.
Alright, by resizing the original by 50% (8k pixels square), and using Optimized compression with a quality of 8, I finally got it under 10MB. It's processing it now. So it won't be conflicting with Energy X's map (when I get the Capital Wasteland one done), I'll be adding an (appropriate) "HD" to the end of the map title. Dulogo Digital Utopia (talk) 20:31, August 10, 2014 (UTC)

MapsEdit

I've been a bit under the radar here these last few days, but I've not missed your work on the maps. They're magnificent and I want to extend my appreciation for putting the time in it. It certainly hasn't gone unnoticed and I very much like to see them be added to the wiki. I've seen some great Fallout 3 Washington interior maps and I take it you're still working on all of them. So when you are ready let me know and we'll find a nice place from them. Btw, I've restored your Megaton map, not sure why you deleted it. I'll hear from you, ok? Jspoel Speech Jspoel 22:31, August 16, 2014 (UTC)

Some maps pins don't have the infobox image. Do you know why that is? I thought it had to do with the redirect, but that's not it, I believe. Jspoel Speech Jspoel 23:21, August 16, 2014 (UTC)
There were a couple of reasons I told Energy X to go ahead and delete them. First, and most importantly - they can't be integrated into a page as well as a simple image. Embedding it into a page just shows a thumbnail (without markers) and a link. So you can't center it on a marker, or easily get the information you need without leaving the page - like they can do with the pip-boy screenshots.
The second, is the layout of the Maps page itself. There's only one way to view that page, and it uses giant, page-width thumbnails of the maps. Including more maps than can fit on the same page - just includes page links on the bottom. Since the default view is newest first, adding a lot of maps just pushes everything else down. So, with both shortcomings in mind, I think it's best to just stick with the most important maps, until Wikia actually makes this extension as useful as it could be.
Don't get me wrong - I'm a huge fan of game maps, and believe - with the right implementation, that such maps could be a very useful feature in the vast majority of pages on this wiki. Unfortunately, that implementation isn't there yet, so it's probably better to just wait for them to hopefully improve it.
As far as the images go...I have a theory, that may or may not be true...and as it turns out, I think I'm correct. The images will only load for the markers, if the infobox's image's file name is the same as the page it's on. The first thing I did was compare the infobox images between the popups that did show an image, and the ones that did not. I noticed that every one that did show was either named exactly how the page was, or was spaceless. (eg. Bonnie Springs' image was BonnieSprings.png, Goodsprings Cemetery, was named Goodsprings_Cemetery.png, etc.). Vault 19's image wasn't showing - and it's image name was FNV_Vault_19_Door. Similarly, Powder Ganger Camp North, also wasn't showing - and it's image name is PG_camp_north.jpg. So, to check my theory, I downloaded the Vault 19 infobox image, renamed it to "Vault_19.png", uploaded it, and edited the page to use it. Sure enough, as soon as I edited the marker, (so it would search for the image again), it showed up. Dulogo Digital Utopia (talk) 02:10, August 17, 2014 (UTC)
It looks like you too were on to something about the redirects though. Regardless of name, the image for Charleston (C/c)ave isn't showing. So, it seems Redirects confuse it. Shouldn't be surprised. At this point, it's surprising when something with the mapsdoes work properly. :p Dulogo Digital Utopia (talk) 02:34, August 17, 2014 (UTC)
First off, it seems that it's not necessary to have the exact name - but rather that it at least starts with it....or maybe it's just a bug, who knows at this point? Second, Capital Wasteland map is done, and up - I'll add markers to it, after getting it up on my site - as I can add markers via code, using the data in the GECK for accuracy, and then use that as a reference to place the markers on the wiki version. Basically similar to how I did Mojave. Finally - slightly off topic, but, any plans on giving those Fo/Fo2 MSG entries the table treatment? Dulogo Digital Utopia (talk) 02:45, August 18, 2014 (UTC)

( It seems that if the page doesn't have a redirect, it might just work with thumbnail images. Not ideal. Say, I restored those Fallout 3 maps and added them to Fallout 3 map and Fallout: New Vegas map. They're great, and they really need a place on the wiki for everyone to enjoy:) They way I placed them looks good I think. About those Fo1 and Fo2 dialogues, what do you have in mind? There would need to be seperation between what the player says and the one he talks to. It looks near impossible to me to get that automated and poured in a table. But if you have an idea, I'll be happy to hear it. Jspoel Speech Jspoel 01:10, August 19, 2014 (UTC)

That does look really nice! Hopefully, at some point - they allow for linking to, or centering on a marker, so a user could click on a link, and it would show a popup with the correct map, centered on the location. As far as the FO/FO2 dialogues - I was just thinking something simple, to just make it look nice. I noticed that they're all in the format of {ID}{?}{Message}, which could be simply parsed into a three-column table. Only thing really up in the air is what to do with the comments. Single line comments could be put into a header column (three column span), but the block comment that occasionally shows up at the top of the file would have to be handled differently...maybe as normal text under a page heading, right before the table itself. This is a quickly hammered out example of this. Just to make it a bit easier on the eyes.Dulogo Digital Utopia (talk) 03:51, August 19, 2014 (UTC)
Melchior just talks himself. Can you do 1 or 2 bigger ones? Like KILLIAN.MSG and NcKitty.msg? Killian has soundfiles (that's the code following the ID in his dialogue file) which also need a place. Maybe the ID numbers as an anchor. It's not that simple for many dialogues. It needs some thoughts and tryouts. Jspoel Speech Jspoel 23:51, August 19, 2014 (UTC)
Yeah, I just did that one by hand as a quick example. Ok, that's the sound file name, so that probably doesn't need its own column - at least until the sound files themselves are loaded. Perhaps in a comment, like the filenames on the Fo3/NV dialogues. The only really tricky part - are the commented (#) parts. That may have to be formatted on a case-by-case basis. For example, the comments on Melchior might work well enough like they are, but "Tell-me-abouts" would seem to fit better with a page heading (like "combat"/"conversation"/etc for the other ones). But the entries themselves won't be an issue. I'll play around with those two a bit, and reply back when I got something. But before that, I want to get to the bottom of these damn offsets/scales for world spaces. Dulogo Digital Utopia (talk) 16:22, August 20, 2014 (UTC)

( I'll wait in anticipation. Also for the world maps. It may cost you a lot of work, but they're among the top images of the entire wiki and I'm sure a lot of viewers will enjoy these unique maps. I'm also really looking forward to the add-on maps... Jspoel Speech Jspoel 16:35, August 20, 2014 (UTC)

Think I finally figured those damn markers out! I posted more details on my user page, mostly in case I forget, but the problem boiled down to the "size" of the child world space. The scale (in GECK) is applied to that world space's center, so if the size isn't correct (number of cells), then the center, and everything else will be off.
Regarding the world maps, I'm happy that others share my opinion about how cool they are :p I mean, hell - that's most of the reason I do stuff - because I think it would be cool, and hope others feel the same way. Thankfully, at least until FO4, the really tedious part is over - the child world spaces, and add-on worlds are comparatively tiny. Next step, as far as maps go, is the Strip & Freeside. Then, I'll start on the add-on worlds/child zones. Dulogo Digital Utopia (talk) 19:05, August 20, 2014 (UTC)
Freeside is up - at least what ever is left of it. Apparently Wikia is limiting the zoom. First, look at the map - then look at the [source]. Bastards! :p Dulogo Digital Utopia (talk) 15:42, August 21, 2014 (UTC)
Something must be wrong with your zoom. I can zoom in excellent here, even to one degree more than the off site image. Jspoel Speech Jspoel 15:55, August 21, 2014 (UTC)
Ah, much better - I guess it just takes a bit for the full zoom to become available. Dulogo Digital Utopia (talk) 16:00, August 21, 2014 (UTC)

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