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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    If EBP is always 1 then that's great! No need to be concerned about how another value may affect the damage calculation. :) Thank you very much for looking into this for me. :)
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    Damn late night coding!!! 004249D7
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    Found bugs in my javascript - fixed them. I believe the fixes address your concerns. But now the code is getting a little out of control. I need to re-examine it again to see if it can be refactored and reduced. But the output now is very close to what I think works, so it's what I'll...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    The chart on the left is the original damage calculation using the original ammo values (always) and the chart on the right is my change to the damage calculation using either the the original ammo values or the modified ammo values. I know I haven't explained the exact workings of my change...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    Are you reviewing with modified ammo values on or off? I think you're reviewing with it on. I will take your feedback and tweak the modified ammo values. But please review how the damage calculation behaves with the original ammo values as well. I'm hoping my change improves the game...
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    F2: damage calculation change, a FIX v5 The latest version of my FIX has been thoroughly tested by NovaRain (one of this forum's most enthusiastic mod testers). It still follows the original ideas I had for this FIX, but now optimized and as efficient as possible. Notes below: My...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    If anyone else knows how to trace through the exe and can answer my question, the help would be much appreciated. :)
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    regardless, if lockpicking is to be allowed for access before the Navarro quest is completed then it should be the Electronic version combined with a lockpick skill of maybe 70 or more. might there be other skill checks or consequences as well? otherwise access would occur too early in the...
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    weapon perks? is there a list with descriptions?

    Hmmm... if I can even get this division by subtraction to work how I want in Assembly then I should be able to build in the flexibility of ammo X and Y values allowable from 1-9 respectively. I'll keep it in mind. :)
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    weapon perks? is there a list with descriptions?

    I wish the links to the files Kanhef created were still active. I believe the adjustments to armor threshold and armor resistance happen earlier in the code than the section I'm working with. I just need Timeslip to confirm that one question I asked over in the FO2 Engine Tweaks. @NovaRain...
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    @Timeslip in the F2 exe at 00424907 EBP and EAX are multiplied EAX at this point was thought to be the ammo divisor of the ammo in the attacker's weapon, and EBP is unknown. However, now I'm unsure of both. Is there any way you could look into this and determine what EBP and EAX are...
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    weapon perks? is there a list with descriptions?

    Hmmm... there is a mystery value in the original damage calculation that I think may be related to a weapon perk. @Jim Do you know when is the Penetrate perk applied? If the devs attempted to apply this 1/5 off through the damage calculation the same way they screwed up applying the ammo...
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    weapon perks? is there a list with descriptions?

    I have searched in this forum and using Google, I cannot find information on weapon perks. These are perks assigned to specific weapons in their proto file, these are NOT the perks a player chooses during the game. I was hoping to find a list of them and a description of what each one does...
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    Fallout 2 Restoration Project 2.1.2b (Unofficial Expansion)

    @|Shadow| Do you have my damage calculation fix turned on? if so then go into the sfall ini file and set it to 0 to use the normal damage calculation Unfortunately my fix was bugged due to division in the fallout exe not using decimals. I am working on a new fix that performs division via...
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    Changing the Damage Formula (aka, not this shit again...)

    When hit chance is calculated; and say the chance to hit is 20%, where does that value get passed to? I would assume that function determines a miss or whether the miss of the primary target ends up being a hit to an unintended. The damage calculation code I work with gets the number of hits...
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    Changing the Damage Formula (aka, not this shit again...)

    Ok, I've been held up by RL, but here is what I understand from taking a look back at my mod currently in sfall and rethinking how the damage should be calculated yet again. A- In the portion of the exe that was explained to me and that I understand (mostly): there's a pointer to the number...
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    Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL)

    Hmmm... if the change Timeslip implemented appears to fix the dynamite issue sometimes and not others and the sequence of running between maps is a factor, might this issue be a race condition? Is there a way to determine the order of events currently occurring and seeing if they differ at...
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    Changing the Damage Formula (aka, not this shit again...)

    the only two users I know that are able to trace the exe successfully are Haen and Timeslip. Timeslip in the past has hesitated to explore the combat functions too far; have you tried contacting Haen?
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    Changing the Damage Formula (aka, not this shit again...)

    The 10mm JHP still might considering the fixed hp, my thoughts were that the 10mm pistol damage range was to low (5-12), I had considered changing the ramge to 8-16 but then again I've been rethinking everything given your new approach and considerations. :shrug:
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    Changing the Damage Formula (aka, not this shit again...)

    I reviewed the doc with the numbers for comparison. Are you comfortable with AP ammo causing the same damage value for leather armor as it does for leather armor? Also, you don't feel a raw damage value of 8 for 10mm pistol using JHP ammo causing a final damage value of 12 to be a little...
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