Fallout 1/2 windowed mode possible?

Wow... thanks guys. Lots of stuff to play around with. Just figuring out what half of the 'new' ones do, let alone the proper parameters should keep me busy for a couple days. ;)

-Wraith
 
This thread rocks. It's great to see what you wizards are coming up with.


Awesome job!!!
 
Whoa ... its like I've been only looking at one small slice of the pie of possibilities. OMG this is awesome, thanks guys. One problem though: when will I ever get any sleep?
 
Just a thought... It's quite unlikely, but we never know. The PCX format supports 24bit colors.

Perhaps using the displaygfx function (or any function that can load a pcx), one might be able to slap SOME 16+bit graphics into the engine? (hoping that DirectX downscales the 24bit data into 16bit automagically - which it more or less can do).

This is pretty unlikely, however if they used some generic PCX loading library instead of making a custom one for the game which would only support their own required formats, just perhaps it might have supported 24bit PCXs...
 
You guys are just scaring me now, this is to good to be true :)

I'm really looking forward to the progress of this particular mod to FO2 :)

Once it is all going I'm sure it can be added into one of the Fallout2 loader programes so that at the start of the game the player can choose what resolution they would like to use.
 
to dude_obj

>>Wow that's cool. Can you share any screen shots?

No. I`m to lazy to register free hosting for it :-) But I can send you script & sources if you want. Good way to learn how to use all that inerface- and say-mode stuff :-)

BTW, most of this commands are fully researched by Wasteland Ghost, Kovarny, Izuken, Abel (he finds all this out) and Raven :-) from TeamX and described into the bis_help.html (see link in jargo post). All in russian, but if you need help with params for functions - say it and I try to translate needed piece to english.

to jargo

Do you can read in russian? There is a great doc about lifts engine offsets by Anchorite.

to All

About this say-mode. How it works. It creates two windows: reply window and options window. You can organize a full featured dialog in it, like with gsay_reply and stuff BUT you can set ANY position/sizes/grpahics for this windows and also you can start say-mode dialog from inventory and even in combat mode!

Example:
Code:
#include <define.h>
#include <command.h>

procedure start begin end

procedure say_exit begin
	display_msg("Quit");
	SayQuit; //force destroy say-mode
end

procedure say_node3 begin
	item_caps_adjust(dude_obj,100);
	give_exp_points(500);
	SayGoToReply("sm_node1"); //this will exit
end

procedure talk_p_proc begin
	//**Optional**
	SayReplyWindow(1,1,200,100,"pcx/reply_win.pcx"); //set reply window options
	SayOptionWindow(210,1,200,100,"pcx/option_win.pcx"); 
	sayoptionflags(0); //justify: 0-left, 1-right, 2-center
	saysetspacing(15); //gap beetwen options
	setfont(5); //.fon file
	sayborder(7,10); //set hor/vert tabs for windows
	AddKey('0',say_exit); //adding hadler for button press. press 0 to exit from say-dialog
	//**Optional**
	
	
	SayStart; //equal to gsay_start, starts say mode command sequence
		sayreplytitle("Simple dialog"); //Optional
		SayReply("sm_node1","Hello"); //create reply with ID="sm_node1"
			SayOption("Bye","exit"); //to exit from dialog you need to set option link to not existent node
			SayOption("Gimme exp",say_node3);
			if dude_iq>7 then SayOption("Option for smart char","sm_node2");
		SayReply("sm_node2","Click me to continue"); //there is only one option, so option window would *not* be showed
			SayOption("Bye","exit");
	SayEnd;
end

If your mouse pointer is hide, just move the mouse to the left bottom corner of the screen and it show itself up. There is a way to avoid this - use MouseShape functions (you need a cursor pic in pcx format for that).
 
About soundplay and company. It plays raw (without header) wav file, 22050 Hz, stereo or mono, 8 or 16 bit.

int soundplay(string wav_file,unsigned int flags);

It returns *handler* to played file. If you save this handler, you can then stop, pause or resume sound. Also you can play more than one sound per time.

string wav_file:
Path to wav file. Something like "my_music/ambient/back.wav".

Flags:
Code:
soundnormal   0x0000 
soundloop     0x0001 
sound8bit     0x0000 
sound16bit    0x0002 
soundmemory   0x0100 
soundstreamed 0x0200 
soundmono     0x1000 
soundstereo   0x2000

Sample:

Code:
variable pause; 
variable ret; 

procedure start begin end 

procedure map_enter_p_proc begin 
 ret:=soundplay("music/back.wav",soundstereo bwor sound 16bit bwor soundstreamed bwor soundloop);
end 

procedure talk_p_proc begin 
 if not pause then begin 
   pause:=1; 
   display_msg("Pause"); 
   soundpause(ret); 
 end else begin 
   pause:=0; 
   display_msg("Resume"); 
   soundresume(ret); 
 end 
end

This will set 16bit stereo wav file to play looped (background music, yeah). If you wanna play stereo file, you must use "soundstereo bwor soundstreamed", not only ""soundstereo". And don`t forget that wav file must be without header.

Sounstop is equal to soundpause. Also there is soundrewind function, but seems it not work.

Also you don`t need to add this sounds to any list files, you can play it directly.

Anyone knows what soundmemory flag does?
 
Raven_2 said:
to dude_ob
I can send you script & sources if you want. Good way to learn how to use all that inerface- and say-mode stuff :-)

Yes could you please email me the source for this. Those screen shots are fantastic. I had no idea we could do this kind of custom GUI rendering within scripts. Corpse and I were pondering all kinds of possibilities for this earlier today.

Maybe not as slick, but I'm cooking up something cool right now. I created a new command selectRandomItem that accepts an item type and item subtype as parameters. It is called within the store restocking scripts, and now every single item found in my stores is randomized. This includes all of the FO2 original items plus the many new ones I have added. The stores in FO2 have statically coded items with just a random chance of stocking each item. My script selects a random SMG, random tool, random drug, etc.

The next step for this is a generic selectRandomLoot command, and scripts for containers and also for dead bodies on maps. Soon there will be no static loot at all except for quest items. And finally, I will script random placement of loot on map tiles. The game will have surprises even for me :)
 
Great work Raven this will come handy ;).

to jargo
Do you can read in russian? There is a great doc about lifts engine offsets by Anchorite.

uhm yes already read it, we can use standard Fo elevators by editing exe but why use hacks when we can create our own custom elevators by using simple scripts.

to dude_ob
I can send you script & sources if you want. Good way to learn how to use all that inerface- and say-mode stuff

If you don't mind I would also see scripts with say-mode used on my mail: jargo3@wp.pl :)
Ah and if you need some hosting then FMC server is open for any modder :) just say a word.
 
to jargo and dude_obj

Check your mailboxes. Script is a bit complicated so don`t mind to ask how things work if you get trouble when tyr to understand source :-)
 
Raven_2 said:
to jargo and dude_obj Check your mailboxes.

Thank you! And great work, both on the custom GUI stuff and the hacking of the exe. I'm glad to see TeamX people here on NMA. I wish I could understand russian, but I live right next to montreal and don't even speak french. :roll:
 
To Red:

I tried using a 24bit PCX, as you said, hoping it
would work, but the image was only displayed
as pure black.

Of course, it is possible that I did something
wrong (knowing me :) ). The same code with
an 8bit PCX image worked perfectly, however.
So it most likely wasn't something I did wrong.

Oh well, I'm just glad I have some new
scripting commands to play around with. :)

Sincerely,
 
Thanks for the test, saves me the time... I'm guessing that the routine, not haivng crashd the game, simply doesn't initate the PCX texture uin anything else then paletted mode. Oh well.
 
Expanding on Per's suggestion, I have split the Canadian/American topic over to General Discussion. If you want to expand on the topic, you can do so in this thread.

Have fun here as well!
 
Running 800x600 in windowed mode on a 1024x768 desktop (1.5Ghz Celeron laptop) it is very slow. The player character running is slower than normal walking speed. I'm sure it would be faster on my 2.2Ghz Athlon with Radeon card but this laptop is no sloth and its really slow here.
 
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