Mole Mayhem (Tenintech) Mac OS
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Fallout: New Vegas |
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Developer: Obsidian Entertainment This game has unused areas. |
Find your perfect Studio Fix Fluid SPF 15 foundation color match with MAC's Virtual Shade Finder. Studio Fix Fluid SPF 15 comes in 63 colour-true, all-inclusive shades — our widest range ever! Try them on — anytime, anywhere. Jun 09, 2015 Download the release for your operating system. If you are a Windows user, get the Win32 installer. After downloading, install DOSBox to any directory. Also, make a folder to put all your old games in. I put DOSBox in C: DOSBox, and my old games directory is C: OLDGAMES. 'Mikey Mole Rat nimbly maneuvers through fast scrolling backgrounds, falling rocks, creeping lava, exploding insects, and gnashing teeth. It takes brains to recover your stolen money and escape from Ant Farm. Fifty caves have difficulty levels ranging from bone head to egg head. Quick draw your own caves and watch them come to life. High octane arena style action! Battle with the AI or with friends in this cartoony platform shooter. Make use of over 60 different firearms, 12. Please enter an email address Please enter a valid email address Please enter a valid email address.
Fallout: New Vegas is the fourth (canon) entry in everyone's favorite post-apocalyptic RPG series. Developed by Obsidian, which includes a bunch of folks who worked on the original two games. It was released for Windows, Xbox 360 and PlayStation 3 in October 2010 to positive reviews and extensive bug complaints.
Most of this content can be played with in the Windows version through the use of the console (~) or the New Vegas edition of the G.E.C.K.. Some of it requires FO3 Archive Utility and/or NifSkope to view.
To do: Unused climates Lucky38WorldspaceClimate, NVHooverDamBattleWeather, NVHooverFinalBattle, and NVLegateBattleWeather |
- 1Sub-Pages
- 3Unused Perks
- 4Unused Audio
- 5Cut Quests
- 6Miscellaneous
Sub-Pages
Unused NPCs They survived the apocalypse, but not New Vegas' rushed development. |
Unused Creatures Some critters and contraptions that never quite got to roam the wasteland. |
Unused Items All sorts of unused or inaccessible armor, weapons, ammo, keys, and the like. |
Unused Maps Test rooms and other miscellaneous unused areas. |
Unused Notes Text notes from quests that were changed or cut entirely, as well as other random text strings and e-mails. |
Unused Dialog Words left permanently unspoken, either due to impossible criteria or because they were horrible. |
Downloadable Content
Dead Money A LOT of Vera Keyes. |
Honest Hearts Pick your poison. |
Old World Blues Weird skeletons and even weirder old men. |
Lonesome Road The final secrets of The Divide. |
Unused Graphics
An unused piece of graffiti hinting at the first New Vegas DLC, Dead Money. This is only unused in the base game and can be seen with the Dead Money expansion installed.
Unused Yes Man faces.
These audio test cells appear as static world objects in the G.E.C.K.. There is one for every footstep sound effect in the game.
A medical history test. This was used at some point to determine the player's traits. It is done through the menu in the final game. Some of the answers on the test do not have corresponding traits in the final game, either.
An unused ending slide, showing a different, creepier face for House than is used in the final game.
Models for child characters without clothing/armor equipped remain in the game from Fallout 3 (where they could be seen by removing equipment and entering third person when the player character is a child), but can't be seen without console commands or mods in New Vegas.
Unused Perks
Survivalist
This Pip Boy image can be found in the game's BSA but there is no corresponding code. A similarly named perk in Fallout 1/2 increased the player's survival (outdoorsman) skill. There aren't any skill upgrade perks in New Vegas, so this may have done something different.
For the following perks (which are usable in-game), type player.addperk [form id] to give them to your character.
Child At Heart
Form ID: 03142
Mole Mayhem (tenintech) Mac Os Pro
Seemingly a carryover from Fallout 3, but there are a few uses for it hidden in the game's code (see unused dialogue). Since there are mercifully very few children in New Vegas, it would have been almost completely useless.
DeathClaw Omelet
Form ID: 136e14
Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing.
Spicy Casserole
Form ID: 1613be
Since the criteria for the recipes to work are whether you have the notes, not the perks, this perk does nothing. In the game, the only way to get the casserole made is to ask Ruby to make one for you in exchange for a Radscorpion Poison Gland. The ingredients are Flour, a Jalapeño Pepper, Mole Rat Meat, and a Radscorpion Poison Gland, and it would have required a Survival skill of 30.
Unused Audio
Music
- Fallout 3's death theme.
- A piece of music intended for use at night in Legion-controlled territories.
- 'Hangover Heart' by Hank Thompson is listed in the credits as one of the radio songs, but does not appear in the game, or in the game's files. Likely cut due to licensing difficulties.
- The complete Fallout 1 and 2 soundtracks are present in the game's files in 128 CBR mp3 (used music is encoded in 192) in the directory DataMusicFallout1and2. The Fallout 1 soundtrack is named and fully tagged in such a way that it looks like it was copied from somebody's home music collection. Several tracks that were not used in New Vegas are included in these files.
Craps
Craps was going to be a casino game at one point. There is little left to support this other than craps tables in the Lucky 38 and the fact that dice rolling sound effects for craps are stored in the exact same naming scheme as the regular casino games. It's unknown if any actual coding for it exists at this point.
Liberty Prime?
These sound effects were found along with other monster voice files in a folder named 'robotlibertyprime'. Despite the folder name, the sounds seem to be someone making goofy hurt/death sounds.
Cut Quests
Big Winner: The Tops
One objective:
Objective Index | Objective |
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10 | Visit your private Suite on the 13th floor of the Tops |
Chip Provenance
Called 'VChipHistory' internally. This appears to be the remnants of a quest that tracks the ownership of the platinum chip - at one point, it was possible to give it to a faction, steal it back, then return it again. The script file for this quest is incomplete but revealing:
Of note is the variable tracking chip ownership by the Followers - they are the only faction with which the player cannot side in the final game, nor can the chip ever enter their possession.
The House Always Wins
There is no 'The House Always Wins', only parts I-VIII.
Objective Index | Objective |
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5 | Talk to Mr. House at the Lucky 38. |
10 | Bring the Platinum Chip to Mr. House |
12 | Recover the Platinum Chip from Benny at the Fort. |
20 | Deliver the Platinum Chip to Mr. House. |
25 | Go to the Basement of the Lucky 38. |
26 | Observe Upgrading of Securitrons. |
27 | Return to Mr. House. |
30 | Use the Platinum Chip to open the secret bunker at Fortification Hill. |
31 | Enter the hidden bunker. |
32 | Upgrade Mr. House's secret Securitron army. |
36 | Report back to Mr. House for further instructions. |
40 | Convince the Boomers to support Mr. House. |
42 | (Optional) Neutralize the Boomers by killing the tribe's leaders. |
45 | Inform Mr. House that the Boomers will support his cause. |
47 | Inform Mr. House that the Boomers have been neutralized. |
50 | Investigate the Omertas and stop them if their plans oppose Mr. House's interests. |
52 | Inform Mr. House that the Omerta threat has been neutralized. |
60 | Find the Brotherhood of Steel and destroy them. |
62 | (Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood. |
64 | Inform Mr. House that the Brotherhood's bunker has been destroyed. |
70 | Go to Hoover Dam and protect President Kimball during his visit. |
72 | Inform Mr. House that President Kimball survived the assassination attempt. |
74 | Inform Mr. House that President Kimball is dead. |
80 | Go to Hoover Dam and defeat Caesar's Legion. |
The House Always Wins V
This quest has an unused stage:
Objective Index | Objective |
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62 | (Optional) Inform Mr. House that you've negotiated a peaceful solution with the Brotherhood. |
It is impossible to negotiate peace between House and the Brotherhood.
The House Always Wins: Lockdown
An unused quest that would have the player locked out of the Lucky 38 for misbehavior.
Objective Index | Objective |
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10 | Escape the Lucky 38 until Mr. House's security lockdown expires. |
12 | Escape the Lucky 38 or kill Mr. House as Caesar directed. |
14 | Escape the Lucky 38 or neutralize Mr. House as Colonel Moore directed. |
16 | Escape the Lucky 38 or neutralize Mr. House as Yes Man directed. |
18 | Escape the Lucky 38 or neutralize Mr. House. |
20 | Deliver the Platinum Chip to Mr. House when his 24 hour security lockdown has expired. |
30 | Return to Mr. House when his 24 hour security lockdown has expired if you want to continue working with him. |
Its associated script contains the following variable and description:
Infected Brahmin Meat
The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use for an unmarked quest which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew and dog bowls, but the scripts attached to the message are nonfunctional. The slave girl Siri would have been involved in this quest, as remnant dialogue strings indicate. There are also leftover dialogue strings indicating that dropping the infected meat on the plate would result in the death of the Legion's mongrels, but the results of adding it to the stew remain unknown.
ID | Name | Text | Menu Button 1 | Menu Button 2 |
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FortDogBowlMsg | Dog Plate | Meat intended for the Legion's mongrels is usually dropped onto this plate. | Leave the plate alone. | Drop the infected Brahmin meat on the plate. |
FortPotMsg | Stew Pot | This pot contains ingredients for the Legionaries' stew. | Leave the pot alone. | Added the infected Brahmin meat to the mix. |
Jailhouse Rock
An NCR sidequest involving the unused NPCs Trooper Willis, MP Fretwell, and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, VMS27 and VMS28 (VMS29 is Kings' Gambit).
The Moon Comes Over the Tower
This quest includes an unused stage:
Objective Index | Objective |
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15 | Disable the Lucky 38's network encryption from three executive consoles. |
These three consoles are located at Camp Golf, H&H Tools Factory, and New Vegas Steel.
My Kind of Town
The quest to recruit a sheriff for Primm has unused variables to allow for the player to recruit a new sheriff after one has been killed off. This is technically impossible on the game's quest engine, as it requires a quest to be completed, then started again. Johnson Nash has a bit of unused dialogue to accommodate this.
Additionally, there is a variable remaining from a time when the method of recruiting an NCR sheriff was through petition. Johnson Nash has something to say about this as well.
Run Goodsprings Run
This quest has an unused variable to set the Bighorners free, presumably to run amok.
Mole Mayhem (tenintech) Mac Os Download
This variable can be found in VMS16bQuestScript.
Talent Pool
It seems Bruce Isaac's portion of the quest once involved a bounty hunter, presumably hired by Mr. Bishop. This unused variable can be found in VMSTheTopsTalentPoolScript.
TempMan
Quest associated with Test Man.
The Thorn Mayhem
At some point it was possible to open the Thorn's cages, releasing the creatures within and causing widespread mayhem. Methods of doing so may have involved Red Lucy's otherwise useless computer terminal, or some unused keys. Unused dialogue was recorded for multiple NPCs' reactions to this event. The quest's script explains in no uncertain terms why it was never completed:
Underpass Water Purifier
An unmarked quest that has the Courier fixing a water purifier in the Underpass, a location north of the Mole Rat Ranch that is still in the game but almost empty (Carlyle St. Clair and a few mad Brahmin live there). This quest would have likely been assigned by an unused NPC by the name of Meg Reynolds. While the quest exists in name and very incomplete script form only, the unused message for solving it is still around:
Viva Las Vegas!
Unused post-endgame stage of the main quest. It has variables for each outcome of the final battle at Hoover Dam, but nothing else.
Quest Stage | Log Entry |
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10 | Independent Vegas stub |
20 | NCR Stub |
30 | Legion Stub |
40 | Mr House Stub |
Welcome to Fabulous New Vegas
There are two quests with this name: one of them for a press demonstration, another that tracks dialogue for an unused in-game rendered version of the introductory cutscene. The press demo version has only one stage:
Objective Index | Objective |
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20 | Kill the Raiders. |
The White Wash
There is an early version of this quest, the quest object itself having been repurposed to hold variables for the final version of the quest, though its original objectives are intact.
Objective Index | Objective |
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10 | Speak to Lieutenant Romanowski about the water shortage. |
20 | Check the East Pump Station computer for evidence of a water shortage. |
25 | Talk to Wrench about the water shortage. |
30 | Return to Lieutenant Romanowski with the information you uncovered from the East Pump Station. |
35 | Buy Wrench's Super Tool Kit back from Angelo's Pawn Shop and find out what he knows about the water shortage. |
40 | Catch someone in the act of stealing water from one of the western cisterns. |
50 | Confront Anderson about the water shortage. |
60 | Complete the White Wash to resolve the mystery of the missing water. |
World Changes Post-Endgame
There is no post-endgame, the game just ends.
End States for The Strip
Post-endgame content. See above.
Freeside Post-Endgame Content Quest
See above.
Hidden Quest Names
These are not unused, but they still have names you cannot see in gameplay.
- A Difference of Opinion: This is the name of the quest dealing with Chief Hanlon at Camp Golf. The quest was instead consolidated into Return To Sender.
- Arachnophobia: Second half of the Camp Searchlight quest, consolidated into Wheel of Fortune.
- Caesar's Foe: The negative counterpart to Caesar's Favor. Never actually assigned, Legion Assassins just start showing up to kill you.
- Like Water For Stealth Boys: This is the part of Come Fly With Me involving the Nightkin in the REPCONN basement. Its objectives were consolidated into Come Fly With Me.
- Limited Access: The NCR equivalent to Caesar's Hire, for mixed NCR reputation.
- Most Wanted: The NCR equivalent to Caesar's Foe.
- Stocking Up: Bring holotags to Camp Forlorn Hope.
- Team Spirit: Bring Legion Ears to Camp Forlorn Hope.
Miscellaneous
Big Guns
The Big Guns skill was removed from the game late enough in development to leave references to it in a few places.
- Every time a skill check is conducted in dialogue for any or all combat skills, Big Guns is checked along with the other five used combat skills. Neil has one of these checks.
- Additionally, searching through the texture files reveals that True Police Stories was the original Small Guns skill magazine through its filename. Milsurp Review was originally intended as the Big Guns skill magazine until the two skills were fused.
Unused Reputation
The only reference to a Primm reputation is in Testacles' dialogue. In the final game, Primm is mostly independent/leaning NCR. There's also a corresponding graphic that goes unused with Primm Slim on the left and what looks like an older wasteland settler, possibly representing Johnson Nash.
The Fallout series | |
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Windows | Fallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout Shelter • Fallout 4 |
DOS | Fallout (Prototype) |
Mac OS Classic | Fallout |
Mac OS X | Fallout 2 |
PlayStation 3 | Fallout 3 • Fallout: New Vegas |
Xbox 360 | Fallout 3 • Fallout: New Vegas |
Nintendo Switch | Fallout Shelter |
Android | Fallout Shelter |
iOS | Fallout Shelter |
PlayStation 4 | Fallout Shelter |
Xbox One | Fallout Shelter |
App Inventor Classic • App Inventor Classic • FOR APP INVENTOR 2 CLICK HERE• App Inventor Classic • App Inventor Classic
In the game MoleMash, a mole pops up at random positions on a playing field, and the player scores points by hitting the mole before it jumps away. This tutorial shows how to build MoleMash as an example of a simple game that uses animation.
The tutorial assumes that you have completed the HelloPurr and PaintPot tutorials.
Download Book Chapter (PDF)Getting Started
Connect to the App Inventor web site and start a new project. Name it 'MoleMash', and also set the screen's Title to 'MoleMash'. Open the Blocks Editor and connect to the phone.
Also download this picture of a mole and save it on your computer.
Introduction
You'll design the game so that the mole moves once every half-second. If it is touched, the score increases by one, and the phone vibrates. Pressing restart resets the score to zero.
This tutorial introduces:
- image sprites
- timers and the Clock component
- procedures
- picking random numbers between 0 and 1
- text blocks
- typeblocking
The first components
Several components should be familiar from previous tutorials:
- A Canvas named 'MyCanvas'. This is the area where the mole moves.
- A Label named 'ScoreLabel' that shows the score, i.e., the number of times the player has hit the mole.
- A Button named 'ResetButton'.
Drag these components from the Palette onto the Viewer and assign their names. Put MyCanvas on top and set its dimensions to 300 pixels wide by 300 pixels high. Set the Text of ScoreLabel to 'Score: ---'. Set the Text of ResetButton to 'Reset'. Also add a Sound component and name it 'Noise'. You'll use Noise to make the phone vibrate when the mole is hit, similar to the way you made the kitty purr in HelloPurr.
Timers and the Clock component
You need to arrange for the mole to jump periodically, and you'll do this with the aid of a Clock component. The Clock component provides various operations dealing with time, like telling you what the date is. Here, you'll use the component as a timer that fires at regular internals. The firing interval is determined by the Clock 's TimerInterval property. Drag out a Clock component; it will go into the non-visible components area. Name it 'MoleTimer'. Set its TimeInterval to 500 milliseconds to make the mole move every half second. Make sure that Enabled is checked.
Adding an Image Sprite
To add the moving mole we'll use a sprite.
Sprites are images that can move on the screen within a Canvas. Each sprite has a Speed and a Heading, and also an Interval that determines how often the sprite moves at its designated speed. Sprites can also detect when they are touched. In MoleMash, the mole has a speed zero, so it won't move by itself. Instead, you'll be setting the mole's position each time the timer fires. Drag an ImageSprite component onto the Viewer. You'll find this component in the Animation category of the Palette. Place it within MyCanvas area. Set these properties for the Mole sprite:
- Picture: Use mole.png, which you downloaded to your computer at the beginning of this tutorial.
- Enabled: checked
- Interval: 500 (The interval doesn't matter here, because the mole's speed is zero: it's not moving by itself.)
- Heading: 0 The heading doesn't matter here either, because the speed is 0.
- Speed: 0.0
- Visible: checked
- Width: Automatic
- Height: Automatic
You should see the x and y properties already filled in. They were determined by where you placed the mole when you dragged it onto MyCanvas. Go ahead and drag the mole some more. You should see x and y change. You should also see the mole on your connected phone, and the mole moving around on the phone as you drag it around in the Designer. You've now specified all the components. The Designer should look like this. Notice how Mole is indented under MyCanvas in the component structure list, indicating that the sprite is a sub-component of the canvas.
Component Behavior and Event Handlers
Now you'll specify the component behavior. This introduces some new App Inventor ideas. The first is the idea of a procedure.
A procedure is a sequence of statements that you can refer to all at once as single command. If you have a sequence that you need to use more than once in a program, you can define that as a procedure, and then you don't have to repeat the sequence each time you use it. Procedures in App Inventor can take arguments and return values. This tutorial covers only the simplest case: procedures that take no arguments and return no values.
Define Procedures
Define two procedures:
- MoveMole moves the Mole sprite to a new random position on the canvas.
- UpdateScore shows the score, by changing the text of the ScoreLabel
Start with MoveMole:
- In the Blocks Editor, under Built-In, open the Definition drawer. Drag out a to procedure block and change the label 'procedure' to 'MoveMole'.The to MoveMole block has a slot labeled 'do'. That's where you put the statements for the procedure. In this case there will be two statements: one to set the mole's x position and one to set its y position. In each case, you'll set the position to be a random fraction, between 0 and 1, of the difference between the size of the canvas and the size of the mole. You create that value using blocks for random fraction and multiplication and subtraction. You can find these in the Math drawer.
- Build the MoveMole procedure. The completed definition should look like this:Leave the arg socket for MoveMole empty because MoveMole does not take any arguments. Observe how the blocks connect together: the first statement uses the Mole.X set block to set mole's horizontal position. The value plugged into the block's socket is the result of multiplying:
- The result of the call random fraction block, which a value between 0 and 1
- The result of subtracting the mole's width from the canvas width
With MoveMole done, the next step is to define a variable called score to hold the score (number of hits) and give it initial value 0. Also define a procedure UpdateScore that shows the score in ScoreLabel. The actual contents to be shown in ScoreLabel will be the text 'Score: ' joined to the value of score.
- To create the 'Score: ' part of the label, drag out a text block from the Text drawer. Change the block to read 'Score: ' rather than 'text'.
- Use a join block to attach this to a block that gives the value of the score variable. You can find the join block in the Text drawer.
Here's how score and UpdateScore should look:
Add a Timer
The next step is to make the mole keep moving. Here's where you'll use MoleTimer. Clock components have an event handler called when ... Timer that triggers repeatedly at a rate determined by the TimerInterval.
Set up MoleTimer to call MoveMole each time the timer fires, by building the event handler like this:
Add a Mole Touch Handler
The program should increment the score each time the mole is touched. Sprites, like canvases, respond to touch events. So create a touch event handler for Mole that:
- Increments the score.
- Calls UpdateScore to show the new score.
- Makes the phone vibrate for 1/10 second (100 milliseconds).
- Calls MoveMole so that the mole moves right away, rather than waiting for the timer.
Here's what this looks like in blocks. Go ahead and assemble the when Mole.Touched blocks as shown.
Here's a tip: You can use typeblocking: typing to quickly create blocks.
- To create a value block containing 100, just type 100 and press return.
- To create a MoveMole block, just type MoveMole and select the block you want from the list
Reset the Score
One final detail is resetting the score. That's simply a matter of making the ResetButton change the score to 0 and calling UpdateScore.
Complete Program
Here's the complete MoleMash program:
Variations
Once you get the game working, you might want to explore some variations. For example:
- Make the game vary the speed of the mole in response to how well the player is doing. To vary how quickly the mole moves, you'll need to change the MoleTimer's Interval property.
- Keep track of when the player hits the mole and when the player misses the mole, and show a score with both hits and misses. To do this, you'll need do define touched handlers both for Mole, same as now, and for MyCanvas. One subtle issue, if the player touches the mole, does that also count as a touch for MyCanvas? The answer is yes. Both touch events will register.
Review
Here are some of the ideas covered in this project:
- Sprites are touch-sensitive shapes that you can program to move around on a Canvas.
- The Clock component can be used as a timer to make events that happen at regular intervals.
- Procedures are defined using to blocks.
- For each procedure you define, App Inventor automatically creates an associated call block and places it in the My Definitions drawer.
- Making a random-fraction block produces a number between 0 and 1.
- Text blocks specify literal text, similar to the way that number blocks specify literal numbers.
- Typeblocking is a way to create blocks quickly, by typing a block's name.
Scan the Sample App to your Phone
Scan the following barcode onto your phone to install and run the sample app.
Download Source Code
If you'd like to work with this sample in App Inventor, download the source code to your computer, then open App Inventor, go to the My Projects page, and choose More Actions Upload Source.