[Fallout 1] Lots of new features with unofficial Sfall release

Yeah the 250 HP is scripted, not normal combat dmg, so Zimmerman is, as the French would say, "le fucked".

And yes I don't know what Crafty is thinking with the combat fix thing. But that's okay; we don't have to agree with every change every developer makes. Hell, plenty of people disagree with various things in Fixt. :D I don't lose sleep over it, but I do try to make it enjoyable to the widest range of players possible; that's the best you can do.

I would like to see that feature changed, but if the person working on it says it's how they want it to be, that's kind of the end of the story. :shrug:
 
This is also a problem, notably in the Fallout Demo when you cannot initiate combat until you fire upon someone. This means Maxie's trip to the Fools' place in Scrapheap was the last one in his life because Baka was a quicker draw…, Max said the wrong thing and she took great offense.
 
Melee/unarmed characters cannot attack first, ever, if "Prevent press A for free combat running" is enabled.
Whether somebody checked really the melee/unarmed characters can't strike first after pressing "A"? :-p
 
Problema is you can't move UNLESS you skip a turn. But of course you can smack 'em in the face IF you close enough.:razz:
 
Problema is you can't move UNLESS you skip a turn. But of course you can smack 'em in the face IF you close enough.:razz:
Engine not the telepathist, he can't know for what the player pressed "A" - really for fight or for "infinite free running".
 
I see your point. Either way, as you mentioned FakeCombatFix can be turned off and on. So player still has a choice not to use it.
 
@Drobovik Correct. As long as a potentially-controversial feature is documented and not enabled by default, everyone is happy. :D

This reminds me now of discussion in the "FO2 Engine Tweaks" thread. The issues that I personally had with Timeslip's ddraw/sfall over time are below. I'm not saying these are happening with Crafty's current version, but it's good rules to keep in mind:

1. Options that are or were still valid would be removed from ddraw/sfall with minimal documentation or notification. Unless you specifically checked the thread you would have no idea. In my opinion, this is not acceptable. It should have simply commented the lines in the ddraw.ini, not removed them.

2. Occasionally, customizable features added to the sfall were never actually added to the ddraw.ini. I see no good reason for this.

3. Options that are not "universally a good idea that most or all people would appreciate" were enabled by default. In my opinion this is also not acceptable. The majority of users should be satisfied, not disregarded.

SUMMARY: Good design should assume:
1) User can think for themselves,
2) User values freedom of choice,
3) User wants transparency from the developer,
4) User will accept consequences of their own actions/choices,
5) The only acceptable approach is to satisfy the highest percentage of users.
 
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…The next problem with Zimmerman is, he is completely hostile if he lives after the Regulators are dead after showing him their transmissions. His critter_p_proc should check if the global variables for showing him the holodisk and the Regulators' death are both true, in which case his "enemy-to-dude" flag should reset to zero.

"I always felt depressed about taking Zimmerman's quest and in the end watched him being shot by his guard. There should be a way to save him, like a dialog note during the final conversation with him that the Regulator behind him prepares his weapon and then give the turn to the player, so that it is possible to take this guard out and help Zimmerman survive, of course a Zimmerman-Razor conversation after all the fighting is done would be nice, and all the apologizing and forgiving. [and that fuzzy feeling up Dweller's toes]" -gustarballs1983
 
Bug report: If enabled the "Friendly Foe" feature, each time someone takes an action in combat, they gain a red highlight around them. I didn't mess around with the features enough to find out if it's actually more related to the LOS feature. (Because the highlight is always red, not green even for friends)

In a way this is cool, because it makes it easier to see who is currently acting, but it doesn't fade between actions, so in a large fight you'll end up with like 7 people highlighted red, even if you ended the round with the "move" cursor active.
 
Bug report: If enabled the "Friendly Foe" feature, each time someone takes an action in combat, they gain a red highlight around them. I didn't mess around with the features enough to find out if it's actually more related to the LOS feature. (Because the highlight is always red, not green even for friends)
Ty ;) I removed support of color 1 and 8 for ColorLOS to avoid similar situations.
 
Bug report: If enabled the "Friendly Foe" feature, each time someone takes an action in combat, they gain a red highlight around them. I didn't mess around with the features enough to find out if it's actually more related to the LOS feature. (Because the highlight is always red, not green even for friends)
Ty ;) I removed support of color 1 and 8 for ColorLOS to avoid similar situations.

Ohhhhhh, I've been using ColorLOS 1 so maybe that's what was causing it :D

Thank you!
 
Bug: weight shown in Barter window in inverse. It goes up when I put my items there, and goes down when I put the merchant's items in. It should go down when I offer my items, and go up when I select their items to buy :)
 
ahh.. but sduibek Your missing the point. The new weight numbers do not show total weight of your items but they show total free carry weight capacity that is left for use instead. i think that Crafty ment it to be this way although i agree it's a little bit confusing when compared to vanilla Fo1 and Fo2 engine where total weight of the items was shown, because 1.it's the exact opposite of how it was until now 2. people that play Fo games are used to the old system so the new one might feel wierd/unnatural to them
 
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ahh.. but sduibek Your missing the point. The new weight numbers do not show total weight of your items but they show total free carry weight capacity that is left for use instead. i think that Crafty ment it to be this way although i agree it's a little bit confusing when compared to vanilla Fo1 and Fo2 engine where total weight of the items was shown, because 1.it's the exact opposite of how it was until now 2. people that play Fo games are used to the old system so the new one might feel wierd/unnatural to them

EDIT: Oh, got it. Hm. It would then make much more sense, in Barter window, to actually say "Free" or something next to the number. Because current it doesn't have Free#/Total# like everywhere else, so it's totally unclear what the number represents. We just have to guess or assume.

So for consistency, if it's possible to do, best is to format it as Free#/Total# like in other screens.
 
So for consistency, if it's possible to do, best is to format it as Free#/Total# like in other screens.
There is a restriction on length of a string - 64 pixels, therefore it is impossible to use "Free ###/Total ###".
This option came from F2 version and there in one of the first versions the output format was "Wt. ###". Now a format — "free weight/maximum weight" for characters and "free size/maximum size" for containers.
 
@Sduibek
For F1 sfall Crafty added a special ddraw.ini option QuestsFile for creating a custom quest list in pipboy (quests.ini). Needs pipboy.msg adjusted with new lines as well if you use it.

Link is in my signature as usual or first post of this thread.
 
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Very nice, thank you!

Also I saw he posted his stuff on GitHub, good news. :dance:
 
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