Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Thanks for reporting. Yes, it's kinda bugged because Gecko Skinning doesn't have any level requirement.
    I'll set its level requirement to 999 to prevent it from appearing in the list in next release.
     
  2. johncz88

    johncz88 First time out of the vault

    Dec 28, 2015
    Thanks for all the hard work you have done for us NovaRain!

    EDIT:

    Guys, I gotta ask a simple question for the instalation I am going thru to make sure I'm not making any newbie mistakes:

    The instalation order I'm going thru is the following:

    1: GOG Games Fallout 2
    2: Killap's Restoration Patch
    3: Sfall Version 4 (Asks me if I want to overwrite files)

    As I finish this and start a new game, I see that one of the features of the Restoration Pack isnot available (The one that modifies the looks of your character at the beginning of the game) and I wonder if I'm doing something wrong or they are not compatible at all. Also, when I continue thru the game and enter the ToT I see the following message:

    YOU HAVE OVERWRITTEN THE
    RP.DDRAW.INI FILE!
    REVERT BACK BEFORE IT'S TOO LATE!

    But I guess that's common because I overwriten some of the Killap files with Sfall..

    I've been browsing thru the thread but the related questions I have found earlier are from a previous Sfall version so I thought maybe this could be something new.

    Also, I would like to thank everyone involved in this project again since F2 is my favourite game ever.
     
    Last edited: Apr 7, 2018
  3. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    hello ppl,long time no see

    what all has the be set to use highlighting?i have it set to shift and containers,but it does nothing

    edi t: with same exact settings and sfall 3.8.8 it highlihghts the item on the gorund
     
  4. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    You shouldn't overwrite the existing ddraw.ini. There's already a note about this in sfall readme.

    Item highlighting and party control features are moved into separate global scripts in sfall 4.x. Their settings are also moved from main ddraw.ini into a separate sfall-mods.ini.
     
    Last edited: Apr 8, 2018
  5. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    awesome,that did it,thnx for the quick reply
     
  6. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    Oct 29, 2015
    NovaRain
    Fix the how_much function in the compiler so that the function takes one argument.
    Crafty, also asks to added fix for Fallout 1 "Protect("desc_p_proc");" to IsProtectedProc in optimize.c
     
  7. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Oh, ok, I made a test version: http://www.mediafire.com/file/5ld2ou52su4si2c/compile_test.rar
    If your testing are OK, I'll include the changes in the next release. (EDIT: now included int2ssl for the change of how_much)
     
    Last edited: Apr 11, 2018
  8. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    is it possible to have multi different colors for highlight>?I tried scriptingit and failed
     
  9. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Yes, you can add additional argument to ToggleHighlightObject procedure, a simple example like:
    Code:
    procedure ToggleHighlightObject(variable obj, variable enable, variable color) begin
       if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
          if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin
             if (enable) then set_outline(obj, color);
             else set_outline(obj, 0);
          end
       end
    end
    
    procedure ToggleHighlight(variable enable) begin
       variable obj;
       foreach obj in list_as_array(LIST_GROUNDITEMS) begin
          if obj != outlined_object then begin
             call ToggleHighlightObject(obj, enable, outlineColor);
          end
       end
       if (alsoCorpse) then begin
          foreach obj in list_as_array(LIST_CRITTERS) begin
             if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin
                call ToggleHighlightObject(obj, enable, outlineColor2);
             end
          end
       end
       tile_refresh_display;
    end
    
    ...
    
          outlineColor := GetConfig(configSection, "OutlineColor", 16);
          outlineColor2 := GetConfig(configSection, "OutlineColor2", 64);
    
    This will highlight ground items (including containers) with yellow, and corpses with purple. Of course both can be changed with settings (OutlineColor/OutlineColor2) in sfall-mod.ini.
     
    Last edited: Apr 10, 2018
  10. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    ok thnx man
     
  11. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    have a strange bug with a saved game,my auto loot mod fails to perform a search in inventory one one save,but a save with less total number of items in inventory works fine ,wondering if sfall has an internal limit to the looping with lists,does it?

    thxn

    Nirran
     
  12. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    How many are the items? I dumped all items from my car trunk to me and the H key of your auto loot mod still works.
     
  13. Nirran

    Nirran Vault Senior Citizen
    Modder

    Apr 15, 2007
    the mod works,just the save is borked,i set it to 5k carry weight,it errors on that save


    edit : if ur interested in researching this bug,i can upload the data party and global and the save


    edit 2: wel it is definetly not a corrupted save, got rid of a bunch of junk and script works
     
    Last edited: May 4, 2018
  14. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    Apr 3, 2003
    Last edited: May 11, 2018
  15. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    sfall1 doesn't have the same hook/global scripting support as sfall/sfall2.
     
  16. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    Apr 3, 2003
    Okay, thanks. Is it possible to achieve this through other means then? Can you for example make a check in a script when the steal-interface has been opened? I just need this for one critter-script.
    I tried using the party_add and party_remove commands in various instances, though party_remove was never called in the way I wanted it to meaning I never gained any experiences after the attempts.
     
  17. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    sfall 4.0.4 and 3.8.9 are released on SourceForge, along with their respective modders packs and win2k version (3.8.x only).
    The sslc and int2ssl included in the modders pack are also updated. Fixed the argument of how_much function (although it's never been used in vanilla/RP scripts) and enabled the support for ceil math function (it's been in sfall since 3.5, but you couldn't compile any script with it until now).

    EDIT: BTW, I'm planning to stop releasing 3.8.x "ESR" soon.
     
    Last edited: May 20, 2018
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  18. Hootl

    Hootl First time out of the vault

    Jul 20, 2010
    I've got crash with sfall 4.0.4 + RP 2.3.3 after starting game with custom character. Previous version of sfall 4.0.3 is working fine. When I choose preselected character crash do not occur. I reverted to 4.0.3 and is fine again. I am using Linux + wine.
     
  19. burn

    burn Where'd That 6th Toe Come From?
    Modder

    Apr 22, 2012
    see what's in sfall log, wine log
     
  20. Hootl

    Hootl First time out of the vault

    Jul 20, 2010
    Ok, I figured it out.
    Problem was in my sfall update method. I did simple-minded copy and paste sfall archive without checking folder names. It created new path, because folder with name "scripts" is not the same as "Scripts", and thus game started loading all scripts from new semi-empty folder.
     
    Last edited: May 13, 2018