Fallout 2 mod FO2 Engine Tweaks (Sfall)

Discussion in 'Fallout General Modding' started by Dude101, Jul 30, 2007.

  1. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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.
     
  2. Demonslayer

    Demonslayer Water Chip? Been There, Done That

    968
    Aug 8, 2005
    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.
     
  3. Lexx

    Lexx Background Radiant
    Moderator Modder

    Apr 24, 2005
    Isn't there a Mod-starter somewhere? I can remember, that I used such a program years ago..
     
  4. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Well, it seems i'm hopeless :?

    i've converted .vcproj to .dsw by some tool here http://www.arstdesign.com/articles/prjconverter.html

    deleted ddraw2.cpp and removed it from .dsp file

    ......

    EDIT: CUTTED OFF by me...
     
  5. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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?
     
  6. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    :cry: ... I'm sorry. I haven't noticed that metarules :o :o :((

    Now I see it in define.h

    #define player_kill_count(TYPE)

    :roll:
     
  7. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    1.16b is up, and lets you add additional kill types.
     
  8. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    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)
     
  9. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    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.

    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.
     
  10. Mr.Wolna

    Mr.Wolna Vault Senior Citizen

    Nov 15, 2007
    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!
     
  11. Robert Czarwolski

    Robert Czarwolski It Wandered In From the Wastes

    131
    Feb 5, 2007
    maybe you could add a way to the player fire aimed bursts. Would realy make the game more realistic (at least for smaller guns).
     
  12. Mario_Dweller

    Mario_Dweller It Wandered In From the Wastes

    153
    Apr 9, 2004
    Those new perk functions are enough for perk rate, cool 8-)...
     
  13. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    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.
     
  14. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
    FOnline has managed this, check their new screen shots.
     
  15. Mr.Wolna

    Mr.Wolna Vault Senior Citizen

    Nov 15, 2007
    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!
     
  16. Dude101

    Dude101 Vault Fossil
    Modder

    Aug 3, 2005
  17. Mr.Wolna

    Mr.Wolna Vault Senior Citizen

    Nov 15, 2007
    Thanks a lot!

    Is there a demo?
     
  18. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    Done. You've got get/set_critter_current_ap functions in 1.16d.
     
  19. Wasteland Stories

    Wasteland Stories Mildly Dipped

    538
    May 9, 2007
    Timeslip, thanks a lot!
    And what about patch, that allow higher resolutions without bugs?
     
  20. Glovz

    Glovz Vault Dweller
    Modder

    735
    Sep 16, 2005
    @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.