Fallout Tactics Mod Gods! I SUMMON THEE!

  • Thread starter Thread starter TorontoReign
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@Melindil

the UUID is the best option for reasons you say.

I have a additional questions that may or may not be in your wheelhouse.

What's the FPS cap on Fallout Tactics? They don't just let our graphics card render without limit do they?
Would it be safer and easier to initialize separate direct x devices and draw directly ontop of Tactics so we may have our own GUI?
Can we suspend & restore input from being sent to Fallout Tactics?

All of these I ask because it would facilitate adding legit speech tree rendering in dialog windows. and also talking heads.
I have my own dialog system i'd like to overlay.
 
What's the FPS cap on Fallout Tactics? They don't just let our graphics card render without limit do they?
I haven't dug too far into the graphics part of the engine yet, just enough to find the portrait drawing routines and patch out the green tint. From what I did see, I'd be surprised if there's an explicit limit at the DirectX interface level, but it's very likely the game engine itself imposes limits (I see a lot of timing-based behavior around the main game loop). Absent any idea of fully replacing the main loop, I'm not extremely hopeful for a FPS boost, at least not without playing havoc with the game's sense of timing.

Would it be safer and easier to initialize separate direct x devices and draw directly ontop of Tactics so we may have our own GUI?
Can we suspend & restore input from being sent to Fallout Tactics?

All of these I ask because it would facilitate adding legit speech tree rendering in dialog windows. and also talking heads.
I have my own dialog system i'd like to overlay.

That is a viable approach, but I'm still a pretty long way off from knowing for certain if that will work. The game seems to do a lot of the graphics rendering itself rather than calling out to DirectDraw routines, so one idea might be to have the FTSE DLL be the one to start up DirectX, get a surface object, and hand it off to FOT to do its thing while the DLL can jump in front of that surface when needed. I'll need to brush up on DDraw, it's been years since I've worked with it. The alternative, which is probably my first step, would be to work within the engine, and use its window and image classes to paint atop the game display.

I figure trapping input will not be as difficult - just need to find where mouse button and keypresses are read, and have a toggle around that code (or, if the game should pause as well, then temporarily interrupt the main loop).
 
I have the Requiem fix but I think I had to use NMA archive to get it. At any rate this is part of my motivation to do this. Tactics is abandoned when it comes to our download section.
I can upload some old stuff. I haven't yet because I was told I shouldn't bother to upload stuff that still exists in the archive NMA download sections.
And since I have little time at the moment, I can't go through all the files one by one and see if they still exist there or not.
 
I can upload some old stuff. I haven't yet because I was told I shouldn't bother to upload stuff that still exists in the archive NMA download sections.
And since I have little time at the moment, I can't go through all the files one by one and see if they still exist there or not.

Right. My goal is to go through and reupload all the stuff so noobs do not have to use the archive weblink trick. I will be working on us updating the emote/rating/gif's on the site as well. Any respective links to assist with the time put into that is welcome. Thead on that at later date.
 
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