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    FO2 Mechanics Overhaul Mod

    I have been giving some thought to how AC can be incorporated in a useful way. I was thinking the AC value from armor could be used as a percentage that would decrease the chance of a critical hit or the critical damage of a hit. It would make sense in a way, as armor gets better so does...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    New simplified versions up, previous versions still up as well. links to simplified versions: http://di.proximitystore.com/newCalculator_3.html http://di.proximitystore.com/assemblyCode_2.txt
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    Sure, did you want me to update the version that's up now with it or just starting from the next?
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    No tweaking - but it seems with what I have so far, I may have corrected inadvertently a rounding error. So when you compare the output of the current version with that of the next, you'll see a few numbers change. I've walked through it and where I was "dividing" but 100 I had missed a...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    Nope, not yet. But the output will not change greatly from the current version.
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    No rush - I was just curious. ;)
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    Fallout 2 mod Fallout 2 Restoration Project 2.2 (Unofficial Expansion)

    killap you rock!!! :notworthy: :clap: :ok: I'm looking forward to playing this version immensely. :D
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    I'm working on reducing the code in the javascript to only what is needed. (i.e. removing checks for values of greater than 0 or 1 where their not absolutely necessary) I'm doing this so the code is more easily understood by others and hopefully will reduce the assembly code version further...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    I found a small bug in my assembly code and uploaded a new version. I'm just about satisfied with my trace throughs. I will be in game testing soon.
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    You are correct that my description does not exactly match what's going on in the javascript, that's because I was lazy and I should correct it for those who do not know how to read javascript - sorry. :( The point at which the bonus is added, it's already determined in the code that the...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    new version has been uploaded to the same link - modified code for that one line to be like Haen's YAAM answers 1. "Finetrait"? As far as I am aware all trait's benefits and penalties that apply to combat are added before the section of code I have modified. So when a value is called in to...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    try the new version I just uploaded for me - if it fails then I will make this change - I just want to verify if the cmp command had anything to do with it
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    Changing this way does not make any sense, the jle command is straight out of the exe, if jle does not work at this line in my code then it will not work anywhere in my code did you try this change and did the compiler pass without error?
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    ok - I updated again - this is just a guess but maybe "begin" is a reserved word, so I changed that - but if it's choking on jle then it's possible the cmp command when comparing a value to 0 is no good for the compiler and that should not be the case if it is then then I have to change all...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    ok - I still have not finished tracing through the code but I believe I did fix the problem gvx identified I upload a new version at the same url: http://di.proximitystore.com/assemblyCode.txt if you download this file and rename it AmmoMod.cpp you should be able to attempt compiling it...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    Oh! I haven't finished tracing through the code, so yes there may be some bugs. And yes, I haven't had a chance to attempt compiling it either yet. I will look into it and hopefully update the file soon. EDIT: The file I linked to also does not list where the code needs to start...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    jle = jump if the value is less than or equal to what it is being compared to at the point you are asking about its checking that the value of the 'number of hits' to zero, if the number of hits is zero (or less somehow) then there is no need to calculate anything the other chunk of code...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    I have now added a link to the assembly code version of the calculator that will replace my previous version in sfall eventually. Here is the link: http://di.proximitystore.com/assemblyCode.txt I will be manually tracing through it a few time to ensure I have it right before asking...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    The prototype calculator has been updated for corrections to the math and modded ammo values. http://di.proximitystore.com/newCalculator_2.html I will now be working on documenting and producing this calculator in assembly to be added to sfall. I also did some digging where I went...
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