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Digital Utopia

512 Edits since joining this wiki
October 26, 2013
  • I live in What's a Chicago?
  • I was born on July 28
  • I am Batman
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Best regards, 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)

Plik dialogueEdit

Digital, I have one more dialogue for you to go over with your bot. It's Plik's: DLC04FF06Host.txt. Nice Pitt map, another great one for the wiki. About your maps featuring on the news digest, Agent c hasn't put one up yet, so it may be that he doesn't have time for it. It will be for next weekend then. Jspoel Speech Jspoel 13:36, August 25, 2014 (UTC)

Yeah, I figured that would be happening - Jasper was talking about adding one yesterday. I'll take care of it (and done). Operation Anchorage will likely have to be split up into 2-3 separate maps. Despite the size of the world map for that area, half of that distance between the first part (cliffs) and the 2nd (HQ/Refinery) is pretty much blank on the actual map. So for usability, plus the advantage of higher detail, I think it'd be best to at least make one map for the cliffs (have to see if I can combine the cliffs/artillery areas), and another for the main area. Adams AFB (Broken Steel) and Point Lookout should be straightforward though. Dulogo Digital Utopia (talk) 13:45, August 25, 2014 (UTC)
Thanks for fixing that dialogue. OA plan looks fine to me. They're clearly 2 different areas, and being able to zoom in just that bit more doesn't hurt either. Jspoel Speech Jspoel 13:55, August 25, 2014 (UTC)
Not a problem - anytime! OA ended up having to be 3 areas, as there was no clear way to join the other two together. But - Anchorage is done, as well as the two remaining Broken Steel zones (Adams AFB & Relay Station). Working on Point Lookout now, and I think, just for the sake of rounding out the set, I'll finish off the Fallout 3 maps with Tranquility Lane. Dulogo Digital Utopia (talk) 10:21, August 26, 2014 (UTC)

MapsEdit

Tranquility Lane is done and up, Point Lookout is done - But despite a day and a half, and several attempts, it's "Still being processed". I'll keep trying, and hopefully the 5th, 6th or 7th attempt will be the charm. In other news, Zion is almost finished. Dulogo Digital Utopia (talk) 11:03, August 27, 2014 (UTC)
Great. I'll put Tranquility Lane in place. I'll send Wikia a note about the "Still being processed" thing. Jspoel Speech Jspoel 13:58, August 27, 2014 (UTC)
Point Lookout worked on only the 5th try. And Zion Canyon is up as well. Dulogo Digital Utopia (talk) 15:39, August 27, 2014 (UTC)

( Nice. I added an external link for your FNV map. That one's still a notch better. A few add-on maps to go (and NV Square/Westside). Jspoel Speech Jspoel 17:37, August 27, 2014 (UTC)

Most of the separate areas from New Vegas are already on the Mojave map - including Westside and North Vegas Square. Freeside and The Strip were the only exceptions, because they wouldn't fit in the space provided. In fact, the only map that exists of something that did fit is Megaton. Unless your intention was to just have the higher resolution?
Thanks for adding the link - I just added to the Fallout 3 page because there were already links there, and it seemed a little presumptuous to start adding sections for linking to my own stuff. :p That being said, I started doing some digging around, wondering if there might be some way around these limitations, and that's when I came across the verbatim tag, and its interaction with pages in the WikiMedia namespace. It turns out, that if you put iframe code on such a page, you can use the verbatim tag, combined with that page name, to display pretty much any content whatsoever.
So I were to create a web page that was functionally similar to Wikia's maps, with the marker placement, and the filtering, and the article linking, using the actual maps/markers already seen on the maps on my site (plus the higher resolution versions of all the local/DLC maps where applicable) - not to mention any specific additional features that might come in handy, it could be displayed anywhere on the wiki. And if anything ever changes where those maps are no longer useful, there will still be the wikia maps I added to fall back on.
Of course, I'm just going off what I read. For obvious reasons I can't edit the pages needed to test it out myself; but I thought I'd throw the idea out there, as a possible alternative. Dulogo Digital Utopia (talk) 19:03, August 27, 2014 (UTC)
I added the Wikia maps to the news digest. Good to make a special note of it I think. We could do with a separate maps for Westside, Area is large enough I would say, similar to Washington world space maps. North Vegas Square is too small. I'm not sure I understand your verbatim tag story, but you can give it a try in a sandbox and we'll see how it works. If you need help with it (rights), I'll hear it. Can you also upload the local door map marker? That one is still missing in your zipfile and we need it for the Sierra Madre map. Jspoel Speech Jspoel 00:07, September 1, 2014 (UTC)
Well, the size of the area isn't really a big deal - after all, I added Tranquility Lane, and that's probably one of the smallest areas in the game. The big thing is that those two areas fit perfectly on the Mojave Wasteland world map at 100% scale. So, provided that the Mojave map is done with the same resolution, there would be zero difference, except for making it seamless with the rest of the world. However, the point remains right now - that the wikia maps limit the resolution further, on top of the "master" map (on my site) already being at a lower resolution (213px per cell, compared to 1026px per cell for the newer maps (locals, and DLC maps), so at least for the time being - those two maps will be useful. So as soon as I'm done with The Divide, I'll go ahead and make those. Speaking of which, all that's left on the Divide map is blending the sub zones in with the world map. Tiles are all captured, and zones are all placed appropriately.
The verbatim tag basically tells the wiki software not to parse anything between the tags. So, for instance, putting a normal page link between those tags, should basically just display the source of the page. Any HTML between those tags, would (normally) display as is; but on normal pages, certain tags will be canceled out, for the purpose of limiting damage by vandalism. For instance, you obviously don't want someone vandalizing a page with an iframe that contains a porn site - or other site that would violate the Wikia terms. The exception to that rule, is on pages in the MediaWiki namespace, which normal users don't have permission to edit. Now, I'm not asking for such permissions - but to show an example in my sandbox, I just need someone who does, to create a page in the MediaWiki namespace (i.e. fallout.wikia.com/wiki/MediaWiki:XXXXX), with the following as content:
<iframe width="100%" height="600" src="http://www.digital-utopia.net/newvegas/index.html"></iframe>
That should allow me to use the verbatim tag with that page, and the map on my site should show up my sandbox page, like the Wikia maps do. Keep in mind though, that this will just be a test - should it work out, I'll work on a page that's much more suitable/flexible for wiki purposes. Finally, I'll go ahead and add the door icon, as well as some category icons to that zip file and the photoshop file. I figure other notable things could be added to the map as well. I'll go ahead and take care of that first, as it shouldn't take long, and doesn't require the GECK. Oh, and thanks for the mention on the News Digest - hopefully, as far as at least the maps go, this is just a good start. :p Dulogo Digital Utopia (talk) 11:04, September 1, 2014 (UTC)
The markers zip file has been updated with the local door icon, as well as the icons from the hotkeys - with inverted transparency to match the world map icons. Dulogo Digital Utopia (talk) 13:09, September 1, 2014 (UTC)
Aaaand - I think that's all the maps now. Well, except for maybe the Fort World, but since that's basically only a single cell - I don't think that needs a map. I should be doing an upgrade on this machine within the next month or so, and when that happens, I should be able to pull off Mojave/Capital Wasteland maps at the same resolution as, well - everything else. Which will amount to, for instance, a Mojave Wasteland map that will measure in at about 78,000 pixels each direction. Dulogo Digital Utopia (talk) 00:27, September 2, 2014 (UTC)
I don't think that anyone in the entire history of Wikia ever mentioned (or dare mention) 25,000 pixel images and now you're talk 3 times that. It's mindboggling. The maps are good now. You already did some smaller ones. I had a slight problem with the local door icon; it wasn't entirely transparent and of slightly different color. You can see it on the Sierra Madre map when you compare the door and unmarked icon. You also uploaded other hotkey icons, I can't quite determine the purpose of these icons for the maps. I can create that Mediawiki namespace page for you and put the code in. What name should I give it? NewVegasMap? Then you can so some experimenting. Now we're talking rights, are you interested in patroller rights? You won't do much with it I think, but it's the required step up if you want to become an admin later on (then you can edit mediawiki yourself). Let me know, all right? And thanks for all the hard work and the time the put in the maps. Jspoel Speech Jspoel 00:47, September 2, 2014 (UTC)
Yeah - that was my screwup. I picked the wrong type of png to export to. I fixed the Sierra Madre one, and fixed icons will be uploaded shortly. The hotkey icons might not be useful quite yet - even with the massive size of the maps, the markers are still too large. But eventually, I thought it would be nice to have more categories than just locations - pointing out locations of various items, maybe even NPCs, quest objectives, etc. I added those - because well, they were already designed ahead of time - unlike other icon types that will have to be created. So, long story short - none of them have to be used right now, but they're there if something fits. As for the page, that name is fine, and for Patroller, I'd be honored. Just let me know if there's any extra responsibilities that go with it, and I'll do my best. Once this thing works, it'll be a little while before it needs editing again - in fact, at that time, it really should be the final step. First comes work on the page itself, and then comes some testing with flexibility and templates, using a test wiki I have set up on my own host. Hopefully that way, there shouldn't be any surprises by the time it's ready for here. Just let me know when you have that page set up, and I'll let you know if it worked. Dulogo Digital Utopia (talk) 02:38, September 2, 2014 (UTC)

Patroller rightsEdit

I've given you patroller rights (you'll see -Rollback- at the end of an edit in Recent Changes, let's you revert in one click). Now (with continued activity) it's possible to apply for adminship in 2 months. With your tech skills (also with the bot) you can go a long way here, so for you it's just an inbetween step I think. No real responsibilities, if you keep up the activity that would be great, maybe check RC once in a while for no-good-doers. I've given the maps for other uses than location pins a thought as well. Perhaps for holodisks, other notable loot or terminals. Terminal I'm going to start adding to the normal local maps though; it's useful. Problem is that most notable loot is inside locations, not out in the open. Well, we'll see. I added that mediawiki page, its name is Mediawiki:MojaveWastelandMap. If you want the Capital Wasteland map as well, let me know. About the maps you've done, it's great, but is it possible to do the Mothership Zeta map? I know it's all interiors, but they do connect. Probably you'd get at least 2 maps because it has different levels. Maybe you can find a workaround. Would be nice to have. Jspoel Speech Jspoel 10:01, September 2, 2014 (UTC)

First off, it worked! So that's a promising first step. As far as the markers go - one, a fixed version has been uploaded, and is available in that link. Two, yeah, that was kinda my intention as well - eventually, to be able to pinpoint other notable items/people that might exist on these exterior maps. Might be useful for even things like some of the collection challenges, like the nostalgia one in The Divide, etc. I'll just have to play around with some designs, to get markers that share the same general style, as the ones already added. As far as Zeta goes, I'll see what I can do. It does bug me a bit that it's the only map that's missing - I just have to figure out some way of doing it so that it's both useful and looks nice. Just off the top of my head - I'm thinking one map for the Waste disposal, one for the Space walk, one for the main area including Engineering core, the Holding cells and the three areas that contain the generators, and likely a final one for the Bridge (Mothership Zeta). Dulogo Digital Utopia (talk) 11:23, September 2, 2014 (UTC)

ZetaEdit

Alright, Space Walk has been added; but I'm running into what appears to be a pretty frequent problem where the exit from one cell is a different orientation than the entrance to another. Now, the easiest way to address this, of course - would be to just add each individual cell/area as its own map. Another option would be to attempt to rotate these areas so they all connect - which may work, provided that these areas don't overlap; but it could also make things more confusing for the viewer, as the orientation would no longer match its orientation in game. Finally, I could place the cells that should all connect on the same map, laid out roughly where they should be, and use arrows to "connect" the cells together - with one end at the exit, and the other at the entrance. It wouldn't be quite as cool as it would if all the cells could be connected; but it should be just as easy to follow along. Dulogo Digital Utopia (talk) 11:18, September 3, 2014 (UTC)
The orientation has to be kept intact, turning is not a good idea. Go with your last option, and use arrows to connect the maps. Make it rougly match. I have used the same tactic with arrows for some local maps. Jspoel Speech Jspoel 11:51, September 3, 2014 (UTC)
Look what I found. It can help you determine the layout. Mothership Zeta map. Good luck! Jspoel Speech Jspoel 12:15, September 3, 2014 (UTC)
Thanks for the image! It was useful to at least get a general idea of the layout. After getting the cells themselves assembled, I started laying everything out - only to realize that, thanks to the imagespaces for the cells (read: color/brightness post processing), the background would be very multi-colored, and basically look horrible. So I started playing around with ways of removing the background, to come up with a mask that would leave only the actual objects visible. I finally managed to create a special imagespace, that together with removing all lighting/FX objects, would give me a single-color background, without any blur or shadow at the edges. So I basically went through and did that for all the cells, successfully removing the background.
Once that was done, I went back to laying everything out, working on grouping together the cells that would "physically" connect (i.e. through a door, as opposed to a teleporter), and this is how it's set up

Sub Level

  • Waste Disposal
  • Maintenance Level

Main Level

  • Cryo Lab
  • Cryo Storage
  • Cargo Hold
  • Hangar
  • Engine Room
  • Engineering Core
  • Holding Cells
  • Steamworks
  • Robot Assembly
  • Decompression Chamber
  • Research Lab

Labs

  • Observation Deck
  • Biological Research
  • Experimentation Lab
  • Weapons Lab

Death Ray

  • Death Ray Hub
  • Death Ray Control

Living Quarters/Bridge

  • Living Quarters
  • Bridge

The last section obviously doesn't directly connect with each other; but since those were the only two remaining cells, and the Bridge is nowhere near large enough to get its own map, I figured I'd just put those two together. Dulogo Digital Utopia (talk) 03:45, September 4, 2014 (UTC)

I'm happy with that. You can load it up to the wiki whenever you're ready! Jspoel Speech Jspoel 10:27, September 4, 2014 (UTC)
All the Zeta maps are up, save for the main area. Three attempts on that one, the first before adding the Labs, and are still stuck on "still being processed". So as soon as Wikia lets me, I'll add that one as well. Dulogo Digital Utopia (talk) 12:48, September 5, 2014 (UTC)
Marvellous. These maps are great assets! Say, you can take a breather if you want after all this hard work. But after seeing your Zeta maps I got a new idea... How about creating maps for the Vaults interiors? :) Let it go through your mind, ok? Jspoel Speech Jspoel 15:30, September 5, 2014 (UTC)
Sounds good. I'll have to play around with the GECK some more to see if there's a better way of doing it. Since the Vaults especially, are known for having multiple overlapping floors in the same cell, A simple top-down map would be only slightly more useful than the in-game local map. Dulogo Digital Utopia (talk) 15:43, September 5, 2014 (UTC)

( I was working on the Living Quarters/Bridge map but the connecting arrow is missing. Can you add it? Jspoel Speech Jspoel 23:10, September 5, 2014 (UTC)

Discovered an error. Cargo hold and Research lab are upside down. People won't recognize it from the local map anymore. Can you flip them around? Jspoel Speech Jspoel 23:38, September 5, 2014 (UTC)
I see the problem. Just a case of semantics, but the trouble boils down to that they're not rotated. This goes for Death Ray control as well. These maps have a "NorthMarker" which apparently tells the game to rotate the cell so that this marker is facing north. I'll work on on fixing this. As far as the arrow goes - there's no connecting arrow between the Living Quarters and Bridge, because those two cells don't directly connect. The only way to reach either of those cells is via teleporter; but since the Bridge is way too small to warrant its own map, I just put them together. Dulogo Digital Utopia (talk) 13:58, September 6, 2014 (UTC)
A new version of both the Main Level, and Death Ray maps have been added, with the orientation of those three cells fixed. Dulogo Digital Utopia (talk) 19:28, September 6, 2014 (UTC)

Updated mapsEdit

I've updated the map addresses in the mediawiki pages. Looks good, with that infobox image and the first piece of text on the page (skipping the quote). Would be something for the Wikia maps to have... I caught an error though. All links in the pop-up link back to your own map site (digital-net.org) instead of our wiki. Only the see more page its links is correct. Jspoel Speech Jspoel 17:02, September 12, 2014 (UTC)

Reading your message again, I'm not sure I read it correctly, but were you planning to add small world space maps (Chevy Chase, Dupont Circle, Freeside etc.) to your digital-utopia.org site? I don't intend to link to those on the wiki though. The CW and MW maps are the only 2 ones as they are exceptionally detailed, far more than we have here. The small world space maps we have here are much more zoomed in and they are good as they are. I don't want to make it an overkill of maps. Jspoel Speech Jspoel 17:16, September 12, 2014 (UTC)
First off, I fixed that link issue. Apparently in the process of changing which part was parsed (originally I was using the Layout section), I accidentally deleted the line that changes the links from relative (i.e. /wiki/Page_Name) to absolute (fallout.wikia.com/wiki/Page_Name). Should work for both maps now. As for the small world space maps, this wouldn't require any additional changes on the wiki's end. The idea is to simply use regions on the main world map (CW/MW) like the green squares that previously appeared on the CW map, that when clicked, will show a (large) popup that will contain the appropriate map within it. That way anybody viewing the Capital Wasteland map, would be able to see the various DC areas, etc. without having to go to a different page - and the same goes of course, for MW and The Strip/Freeside. Dulogo Digital Utopia (talk) 18:34, September 12, 2014 (UTC)

SiteEdit

Dear DU,

I've sent you a update to your Steam account about my stuff, hope you read it. Also, that one site wouldn't pop up for some odd reason, kept saying "page cannot be displayed" (not sure if the site's down or what, though I will try to check on it again in the very near future). Take care and farewell.

Sincerely yours, TheOracle7. TheOracle7 (talk) 08:24, September 13, 2014 (UTC)

Yeah, sorry about not letting you know sooner. I forgot to renew my domain name, so I had to get a different one. Just replace the "net" with "org" in the address, and it should work fine.Dulogo Digital Utopia (talk) 18:39, September 13, 2014 (UTC)

Russian wikiEdit

Is it ok if I tell our Russian sister wiki (ru.fallout.wikia.com) they can add the maps you created for our wiki, also to their Russian Fallout wiki? Unwritten policy is that we let them have everything they can use (like all my images). Tried it, only thing they have to do is add the code; they don't even have to upload the map. Jspoel Speech Jspoel 18:12, September 14, 2014 (UTC)

Oh, by all means, they're more than welcome to any and all of it. If they're interested, and want to translate the locations/page names, I'll be happy to make a localized version of the big versions I'm hosting. Dulogo Digital Utopia (talk) 09:51, September 15, 2014 (UTC)
Sounds great! I'd suggest uploading blank CW and MW maps to their wiki and let them add the location names. Can you get in contact with User:Alex6122 from the Russian wiki and User:Alessio79 from the German wiki about it? They are admins there. Both wikis (biggest sister wikis) have the maps feature enabled. Jspoel Speech Jspoel 17:13, September 15, 2014 (UTC)
When you create a map, Wikia adds the map to their templates. So anybody who wants to use those can, without needing to upload anything else. I'll give instructions on how to do that on those admin pages, as well as a link to a text file with the location names, and the relative pages as well, in case anybody wants to translate them, to use the ultra-high resolution MW/CW maps from my site. Dulogo Digital Utopia (talk) 19:10, September 15, 2014 (UTC)
I forgot I'm an admin at the German wiki as well :) So I can handle the German part, you can send those instructions to me. Jspoel Speech Jspoel 19:28, September 15, 2014 (UTC)
Well then, that's convenient :D. Alright then, pretty simple.
  • Click on the "Create Map" button, and a window will pop up
  • Choose "Create a Custom Map, and then another window will pop up, showing a bunch of map thumbnails
  • Use the search field in the upper right corner of that window, and search for the map template* you want to use.
  • From there it will give you the option to name the map, and will prompt you to add at least one category (marker type). Unfortunately this is mandatory before it will create the map - which is why most of the maps originally just had a "Default" category. But, if you want - you can just add the correct types at that point as well, with the [markers].
  • After this, the map should be ready.
*Most of the map templates have the exact same name as what I gave to each map, the only exceptions to this is when I made a mistake (you can't delete templates), or Wikia was having that problem with getting stuck on processing them. So, if there's more than one template with a similar name, always go with the one that either has something extra at the end (i.e. (NV), (HD)), or the (largest) number at the end. Unfortunately, I don't think there's a way to get the template name that the maps are using, so a few of them might require a bit of trial and error.
As far as the non-wikia maps go, I put [this] spreadsheet up on Google Docs. Left hand column is the location how it appears in the tooltip, and at the top of the popup, while the right column is the page name for that location. At the bottom is a list of the locations used in the filter panel. So I just need someone to translate those, both in language, and to the local wiki's entry for those locations (i.e. 188_trading_post > 188-Handelsposten), and I can plug those in, and give you a localized link to use for MediaWiki. The spreadsheet is set to allow anybody with a link to edit - so anybody who wants to help with the translations can. Dulogo Digital Utopia (talk) 20:10, September 15, 2014 (UTC)

( I added the maps to the german wiki and make a start. Can you add the green monument map marker for the Capital Wasteland to the Marker zipfile? That one is missing. Jspoel Speech Jspoel 21:13, September 15, 2014 (UTC)

Sure, zipfile's been updated. Should I pass on the instructions to Alex's Talk page on ru.fallout.Wikia.com? Dulogo Digital Utopia (talk) 21:50, September 15, 2014 (UTC)
Please do. He'll be happy with your post, I'm sure. Jspoel Speech Jspoel 21:54, September 15, 2014 (UTC)

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