Fallout 2 mod FO2 Engine Tweaks (Sfall)

Mario_Dweller said:
I just want to have our mod compatible with Win9x. btw i have VS6.
Well that's a good enough reason, if you're going to bundle it with your mod.

If you download the source, delete the ddraw2.cpp file and anything that depends on it, and change any functions that end in _s back to the old versions then it should compile with VS6.
 
Isn't possible to make the same copy of fallout accept various mods?

Like you get to the main menu and chose Mutants Rising or Megamod or Between Good & Evil, etc.
 
Isn't there a Mod-starter somewhere? I can remember, that I used such a program years ago..
 
In ddraw.cpp in the function FakeDirectDraw::SetCooperativeLevel, replace it with

Code:
SetWindowLong(a, GWL_STYLE, 0);
RECT r;
r.left=0;
r.right=gWidth;
r.top=0;
r.bottom=gHeight;
AdjustWindowRect(&r, 0, false);
r.right-=r.left;
r.left=0;
r.bottom-=r.top;
r.top=0;
SetWindowPos(a, HWND_NOTOPMOST, 0, 0, r.right, r.bottom,SWP_DRAWFRAME|SWP_FRAMECHANGED|SWP_SHOWWINDOW);
GetClientRect(a, &DestBlt);
return real->SetCooperativeLevel(a,DDSCL_NORMAL);

For each of the type cast conversion warnings you'll need to insert an explicit type cast. (i.e. if the line is 'return new FakeDirectDraw()', you'd have to replace it with 'return (IDirectDraw*)(new FakeDirectDraw())'

The unknown option warnings are due to the tool you used to create the dsp not removing anything that didn't exist in VS6. You can probably ignore them.

For the strcat_s error, you need to change the function call to strcat. If I've used the 3 argument overload of strcat_s, you also need to remove the 2nd argument.

Edit: Another just-out-of-interest, but why did you want me to add a function to read the kill counters? Is the metarule function for reading them broken?
 
Nice one... I think I've asked you few months ago... but

Would be possible to change perk rate ? There is trait gifted, but I think it's not easy cos there isn't any perk rate like in fallout tactics...

EDIT: And also don't know if is possible to add some
STAT_current_ap, there is only #define STAT_max_move_points (8)
 
Mario_Dweller said:
Nice one... I think I've asked you few months ago... but

Would be possible to change perk rate ? There is trait gifted, but I think it's not easy cos there isn't any perk rate like in fallout tactics...
I can, but not really in any sort of useful way if you rely on the automatic perk gaining system.

1.16c is up, and I've added get_perk_owed and set_perk_owed script functions, so you can manually control when the player gets an extra perk instead. There's also a get_perk_available function, in case you want to check if the player is allowed to select a particular perk.

Mario_Dweller said:
EDIT: And also don't know if is possible to add some
STAT_current_ap, there is only #define STAT_max_move_points (8)
As far as I can tell, current ap is in the same block as all the other stats. I've no idea why there isn't any way to get it already, but I'll add a function for it as soon as I find exactly where it's stored.
 
Timeslip you did a amesome work!

Some question is it possible to add new death animations and weather effects with u tool(like the bozer mod)

This two things will be make falllout more better!
 
Mr.Wolna said:
Timeslip you did a amesome work!

Some question is it possible to add new death animations and weather effects with u tool(like the bozer mod)

This two things will be make falllout more better!

I dont know about the deathanimations, that may be a little hard. But it would be nice to be able to use the direct x/direct draw stuff to draw some lines on the screen to represent rain falling.
 
Wild_qwerty said:
Mr.Wolna said:
Timeslip you did a amesome work!

Some question is it possible to add new death animations and weather effects with u tool(like the bozer mod)

This two things will be make falllout more better!

I dont know about the deathanimations, that may be a little hard. But it would be nice to be able to use the direct x/direct draw stuff to draw some lines on the screen to represent rain falling.

FOnline has managed this, check their new screen shots.
 
That were very nice when there is rain in the game!
FOUnline? did this? can you give the link plz!
Wild_qwerty what you think about my mod because i heard you are a good graphic modder and meaby you can help me with some troubles!
 
Timeslip said:
As far as I can tell, current ap is in the same block as all the other stats. I've no idea why there isn't any way to get it already, but I'll add a function for it as soon as I find exactly where it's stored.
Done. You've got get/set_critter_current_ap functions in 1.16d.
 
@Timeslip

I sent you a PM, don't know if you got it. Anyways, I had asked if you thought it was possible to add my AP ammo fix/mod to sfall if you knew what memory offsets/addresses I modified in the exe. But I need to understand more; if it is possible, what I can do or need to do to have this happen.

Also, I was reviewing everything that you have added and you know if you were to add the ability to remove/change the city/location limit that is in the exe then I think there would be no reason left not to use the original/unmodified exe that comes with 1.02 official patch.
 
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