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    Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

    I think I know the problem. I'll try to get a fix for it in by tonight. Edit: In the meanwhile, you have the following workaround. Open ddraw.ini and stick the following line under the [Misc] section: BonusHtHDamageFix=0 Note that there is no such setting by default, so you'll need to...
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    Fallout 2 mod Fallout 2 Restoration Project Discussion (ideas/suggestions)

    This behaviour definitely can be scripted, but doesn't it contradict what the Fallout Bible says about the wanamingos? AFAIK, there will be no more alien offspring, and the eggs found in Redding were supposed to be the last batch of eggs. Maybe someone with more ready access to the Fallout Bible...
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    Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

    Just my opinion, but if your brother is at an age where your parents would have a "conniption fit" on seeing "nudie posters", then he probably is too young to be playing the game. I know I wouldn't recommend my 12 and 14 year old cousins playing it, though of course I can't force them not to...
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    Possible Bug/Feature with Living Anatomy perk?

    Hi all, Ok, I'll leave Living Anatomy alone. I could see the argument from both sides of the coin, so I thought I'd toss it out to the rest of you to see what you think. I think it's pretty clear most of you think it's a feature. On a related note, I don't think excluding centaurs and...
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    Possible Bug/Feature with Living Anatomy perk?

    Hi all, Just need some input from the rest of you about the Living Anatomy perk. For reference's sake, here are the descriptions for the Living Anatomy perk. (Note: The +20 skill points is overridden by content in the Readme file, which states that the bonus should instead be +10%)...
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    F2: new change to the damage calculation - hopefully a fix

    Thanks. :) I've finally looked at your changes. My only comment is that in HtHDamageFix1b(), the line: shl eax, 2; multiplies the rank by 4 instead of 2, so each rank now receives a +4 bonus instead of the expected +2. I'll fix that as well as add some documentation to help me keep...
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    F2: new change to the damage calculation - hopefully a fix

    Yup, it's the same userid as here. Thanks. On a related note, I'm able to access your change now. I've downloaded the file and will look at it tomorrow since I'm running on fumes right now. Cheers, -- The Haen.
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    F2: new change to the damage calculation - hopefully a fix

    And that's what happens when you try to write asm half-asleep. You're absolutely correct: I totally forgot about the conditional check before the 2nd application of Melee damage. Um...oops? :oops: I knew there was a reason why I wrote comments were more than welcomed. :wink: I've tried to...
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    F2: new change to the damage calculation - hopefully a fix

    Hmmm...just noticed that for some odd reason, the forum messed up with the URL to GNU website in the intro header and the line "#include <windows>". Must the forum trying to interpret them as HTML tags instead of text. Oh well. Timeslip, do you want me to e-mail you my copies of...
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    F2: new change to the damage calculation - hopefully a fix

    Let's work on one thing at a time, shall we? :) Personally speaking, I have no problems with HtH Evade the way it is, but I suppose it could be mod option for others to have them made HtH Evade effective for both Melee and Unarmed attacks. I see where you're coming from. To me, however, the...
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    F2: new change to the damage calculation - hopefully a fix

    Ok, Glovz. Thanks for the clarification. The way these formulas are presented means that functionally speaking, no change was made to the max damage of unarmed or melee attacks. What was being added to the max damage under the original formula is still being added under the new formula...
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    F2: new change to the damage calculation - hopefully a fix

    As you can all tell by my lack of replies, RL stuff has been tearing into me pretty heavily lately. So for now, I'll stick with the following observations/responses: 1) Should damage formula for melee and unarmed attacks be different? My opinion is no. Firstly, this is how the Fallout engine...
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    F2: new change to the damage calculation - hopefully a fix

    Melee Damage has been previously defined as: max(strength - 5, 1) This means that Melee Damage can take on any value from 1 to 5 inclusive. You can see its effects directly if you play around a bit with the new character creation screen. -- The Haen.
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    F2: new change to the damage calculation - hopefully a fix

    Thanks to Timeslip for all his input, especially the translation of the assembly code to something like C. I do have RecStudio (btw, is there anything better out there?), but haven't had the time to really dig into the code like Timeslip obviously had. It's also been a few years since I went...
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    F2: new change to the damage calculation - hopefully a fix

    As requested, here's the assembly code to the function that returns the raw damage dealt in an attack (DamageFunctionSub1 in sfall), courtesy of OllyDbg. For your reference, I've also included the switch tables used in the case statements found in the function. The comments in about the...
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    F2: new change to the damage calculation - hopefully a fix

    Hi all, First, my apologies to Glovz for de-railing his thread. If you want, maybe we get a mod to move all relevant posts to another thread? Scond, I'll be busy most of the day with at a friend's wedding this afternoon, so I won't be able to contribute much today. I'll say, though, that...
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    F2: new change to the damage calculation - hopefully a fix

    Hi Glovz, First of all, some clarification: Actually, notice that I wrote max(player_strength - 5, 1), so if player_strength - 5 dips below 1, then it will be a 1. Also, I forgot about the Heavy Handed Trait. If the player has the Heavy Handed Trait, then add 4 to the figure. =======...
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    F2: new change to the damage calculation - hopefully a fix

    Just did some very quick checking of my notes, and now I'm pretty certain ammo_mult and ammo_div return 1 in the event of a HtH attack. However, it seems like cumulative damage from Bonus HtH attack is added to maximum attack potential of any HtH attack instead of stacked on as a separate bonus...
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    F2: new change to the damage calculation - hopefully a fix

    Actually, both melee and hand-to-hand uses the same damage calculation procedure. As far as I can tell, if you're using a HtH attack, then the function that normally returns damage from the Bonus Ranged Damage Perk instead returns damage from Bonus HtH Damager perk plus any additional damage...
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    Fallout 2 Restoration Project 2.0 (Unofficial FO2 Expansion)

    To shed some light on this, "Hu Li Jing" literally means "Fox (Hu Li) Spirit (Jing)". In most Chinese myths, these spirits have nine tails, and tend to take on the form of beautiful young women. Hu Li Jing usually display malicious behaviour, and are regarded by most to be a force for evil. This...
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