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    Fallout 1/2 leave Steam, Bethesda working to get them back on it fast

    GOG are using it with my permission. They send me nice christmas cards. :) As for steam, I once had someone PM me a copy of the ddraw.dll that got installed along with their steam copy of fallout 2, and whatever it was, it wasn't sfall. Looked like some simple compatibility thing for the 8 bit...
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    sfall script editor

    Oops, didn't see this. Nope. That seems to be a quirk of the compiler. Another quirk of the compiler is that you (normally) can't ignore a functions return value. play_sfall_sound("Patch000.dat\\sound\\SFX\\geigerhigh.wav",1); will not compile, but variable tmp...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I don't know the answer off the top of my head. compute_spray is at offset 0x423488. Adding SafeWrite32(0x423488 , 0x0004c2); somewhere at sfall startup will block it from being called. I have no idea what effects that will have.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Depends what you mean by 'solve' SingleCore pegs fallout to a single core, but does nothing to cut cpu usage. I don't think it actually helps fallout at all, but I include it with practically every old game patch I write because it's 3 lines of code and so many games suffer from...
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    Unrandom generator. Is there any way around this?

    I'm surprised the initial seed has that sort of effect, (similar seeds shouldn't result in similar sequences,) but since I don't know what random number generator fallout uses I can't really comment. To replace it with a different algorithm using sfall, you only need to override fallout's...
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    Unrandom generator. Is there any way around this?

    Actually, replacing the random number generator would be fairly easy. But... As you've noticed, fallout does a check of its random number generator at each startup. If this check indicates the numbers are not random with at least 95% confidence, it leaves that little message in the log file...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Yup. Although don't blame me if controlling a non party member and shooting at your own party turns the whole world hostile or something. :p Feel free.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    There are indeed no other changes. But that reminds me why I never added the line to the ini. Was going to change the syntax slightly to remove the need for the ControlCombatPIDCount line. Oh well, will do it some other time.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    I thought the 110_xp toolset had a min requirement of SP3? That's what I built it with anyways, so if it's SP2 then sfall will work on SP2 too. SP2 is out of support anyways, so I really hope no-one is still using it either way... oh, poop. I normally update it in step with svn, so I didn't...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Can't remember, sorry. iirc it's the latest one that was ever released, but it doesn't really matter anyway; the directx installer will install the whole lot of them. eww, please don't link to chorrol. chorrol.com hasn't been updated by me in a loooooong time. It went down years ago, so I...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    3.2 is up. Nothing new recently, just making a new build for killap to use in the next RP patch. Note the required d3dx9_xx.dll version has changed, and win xp sp 3 is now the minimum supported OS. >The build environment is now visual studio 2012. The required d3dx9 version is increased, and...
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    Fallout 1/2 and CPU usage

    No. That's only if a game uses vsync, or it's own frame limiting mechanism. Few games turn vsync on by default, and even fewer use custom thingies. In fact, I doubt forcing vsync on through graphics drivers would work for a ddraw game. It wouldn't know when to do the wait, because there's...
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    Fallout 1/2 and CPU usage

    For the record, pegging a cpu core is extremely common in old 2d software rendered games. The vast majority will do it. Any extra power you put in is just converted to extra fps. Newer games tend to be more limited by graphics card than the cpu, so you'll tend not to see a core pegged at 100%.
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    the wonders of hs_removeinvenobj

    tried tap_key(whatever the scancode of escape is)?
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    sfall script editor

    explosion is not a macro in any of the standard headers. It's a function, and I just checked the compiler, and yes it expects 3 arguments. Have you defined it yourself anywhere? (Or tile_num, or elevation?) Have you double checked that's the line the compiler is complaining about?
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    In my case it's the mouse sensitivity controls I'd miss, but luckily I use ddraw graphics so I get to keep my proper mouse. @Mash What were the problems you ran in to that were severe enough to disable directinput mouse completely? Can you implement the other sfall stuff and pick up the...
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Alas, using a cross platform library doesn't help much unless the application using the library is also cross platform.
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Not really. Fallout already uses directdraw. What do you want to gain by switching to sdl? You'd get the colour fix thrown in for free, but little else. Plus sdl2's hardware accelerated api doesn't have the sort of palette support fallout would need, afaics.
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    yup, seen it and already done. :) At the rate I'm going, in 40-ish years when I retire.
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    umm... I'm not bothered by you taking over the mouse functionality, especially if it's better than mine, but unfortunately global scripts ride of the back of fallouts mouse input. If you've stopped fallout from calling GetDeviceState for the mouse, (it's never called for the keyboard) then...
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