Fallout 2 mod FO2 Engine Tweaks (Sfall)

If I register a script with the Sfall Script Editor, everything seems to work. But if I register the script *again* (because of whatever reason), the script editor is giving me a error message:

Code:
Informationen über das Aufrufen von JIT-Debuggen
anstelle dieses Dialogfelds finden Sie am Ende dieser Meldung.

************** Ausnahmetext **************
System.ArgumentOutOfRangeException: Der Index lag außerhalb des Bereichs. Er muss nicht negativ und kleiner als die Auflistung sein.
Parametername: index
   bei System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   bei System.ThrowHelper.ThrowArgumentOutOfRangeException()
   bei System.Collections.Generic.List`1.set_Item(Int32 index, T value)
   bei ScriptEditor.RegisterScript.RegisterScript_FormClosing(Object sender, FormClosingEventArgs e)
   bei System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
   bei System.Windows.Forms.Form.CheckCloseDialog(Boolean closingOnly)


************** Geladene Assemblys **************
mscorlib
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------
ScriptEditor
    Assembly-Version: 2.10.0.0.
    Win32-Version: 2.10.0.0.
    CodeBase: file:///F:/Fallout/Modding%20Files/sfall/modderspack%202.16/Script%20editor/ScriptEditor.exe.
----------------------------------------
System.Windows.Forms
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll.
----------------------------------------
System
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll.
----------------------------------------
System.Drawing
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5467 (Win7SP1GDR.050727-5400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll.
----------------------------------------
ICSharpCode.TextEditor
    Assembly-Version: 3.2.0.5777.
    Win32-Version: 3.2.0.5777.
    CodeBase: file:///F:/Fallout/Modding%20Files/sfall/modderspack%202.16/Script%20editor/ICSharpCode.TextEditor.DLL.
----------------------------------------
System.Windows.Forms.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms.resources/2.0.0.0_de_b77a5c561934e089/System.Windows.Forms.resources.dll.
----------------------------------------
System.Xml
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5420 (Win7SP1.050727-5400).
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll.
----------------------------------------
mscorlib.resources
    Assembly-Version: 2.0.0.0.
    Win32-Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400).
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll.
----------------------------------------

************** JIT-Debuggen **************
Um das JIT-Debuggen (Just-In-Time) zu aktivieren, muss in der
Konfigurationsdatei der Anwendung oder des Computers
(machine.config) der jitDebugging-Wert im Abschnitt system.windows.forms festgelegt werden.
Die Anwendung muss mit aktiviertem Debuggen kompiliert werden.

Zum Beispiel:

<configuration>
    <system>
</configuration>

Wenn das JIT-Debuggen aktiviert ist, werden alle nicht behandelten
Ausnahmen an den JIT-Debugger gesendet, der auf dem
Computer registriert ist, und nicht in diesem Dialogfeld behandelt.

I am using Win7 64bit.
 
.Pixote. said:
Sduibek said:
Will make the holdable flares mod even more useful 8-)

Also the scenery wont glow in that silly Fallout way when you run around. :twitch:
I've added this to Sfall Requests wiki.

But I just thought of something, as far as I know it's generated using the "egg" FRM -- couldn't we just change that FRM to one that's transparent?

Pixote could you try that? I know little about masking and whatnot, but I'm pretty sure it could be done -- making that FRM all white, or all blue, or just an "empty" file, something like that.

It's ART/INTRFACE/EGG.FRM
 
Sduibek said:
But I just thought of something, as far as I know it's generated using the "egg" FRM -- couldn't we just change that FRM to one that's transparent?

Pixote could you try that? I know little about masking and whatnot, but I'm pretty sure it could be done -- making that FRM all white, or all blue, or just an "empty" file, something like that.

It's ART/INTRFACE/EGG.FRM
That EGG frame has nothing to to with lighting. It's that round transparency effect you see when standing behind a wall or other object (so you can always see your character).

Also, I don't think you can make a FRM all blue or empty, need at least one solid pixel or it will crash. Pixote can probably confirm if that's correct or not.
 
Continuum said:
Anyway, I have a request for sfall: option to disable default light source "attached" to the player, which means no highlight on tiles/walls/scenery/whatever in night. In other words: use flares, or walk in dark :D
I just found out that there already is a command to let you do this.
Code:
	obj_set_light_level(self_obj, 0, 0);
I tested it and it works. However, after you have used a flare and removed it, the light source stuck to the player is back. So just have to run that command again. Actually you gonna have to run it on map enter as it gets turned on by itself every time you enter a map.

The walls still look as ugly as ever when lit up though. But at least you wouldn't have to see it if you don't use flares.
 
Disabling default light source is kinda workaround (very logical though, suggested by Pixi, btw), to get rid of that super-fugly-per-frm-utter-shit... to some extent at least... because there are flares, or light-source "objects" that can be set in Mapper... solution to the problem is one, unified/synchronized/consistent/whatever lighting over tiles/scenery/walls... I wouldn't mind hacking tiles highlight code into the scenery/walls... if possible...

Untitled_1_copy.gif


Note that visualization quality is too good, too smooth, too next-gen...
 
I don't think it's anywhere near as big an issue as you make it, but yes it is unrealistic and hurts immersion.
 
Sduibek said:
I don't think it's anywhere near as big an issue as you make it, but yes it is unrealistic and hurts immersion.

No it sucks...what I mean if it could be disabled somehow it would make the game better IMO. The tiles can still light up, but walls and scenery shouldn't. When the PC runs over a scenery objects 0/0 hex the scenery FRM lights up, and in a dark setting it ruins the atmosphere. Now all walls and scenery items can be lit up independently (with lights or through their settings) if people are looking to build dim atmospheric locations.
 
Just tested this function myself, looks nice.

How about this: disable halo light by default, but add new item - pocket flashlight, that will light up area in front of the player, for combat etc.
 
phobos2077 said:
Just tested this function myself, looks nice.

How about this: disable halo light by default, but add new item - pocket flashlight, that will light up area in front of the player, for combat etc.
Is that a flashlight in your pocket or are you just happy to see me?
 
Sduibek said:
I don't think it's anywhere near as big an issue as you make it, but yes it is unrealistic and hurts immersion.
It pretty much reminds of interactive dance floor (but instead of square on the floor, you lit the whole piece of wall) :roll:

Continuum said:
solution to the problem is one, unified/synchronized/consistent/whatever lighting over tiles/scenery/walls...
I forgot that you can see thingy I'm talking about in one place in the game. The problem is: it's a FAKE. Bottom part of mountain is made out of tiles (you can even see where scenery starts). It's interesting why they wasted time on it... :scratch: This kind of ugly workaround isn't technically (and practically) possible with "normal" walls...
 
Pretty sure they spend time on it, because splitting the mountains like walls would have looked really bad.

It still can be accepted on house walls and small scenery- but on the huge mountains, it would have been really ugly.
 
Guys im sorry but I cant find it in readme or google -
How do I adjust combat/movement in sfall? Ive read there are some keybinds right - but what are they exactly binded to :/
 
Request: Is it possible to dynamically create roof tiles? create_object can create any type of object, but if I specify a tile it always makes it a ground tile. According to the Mapper docs, there is both ground and roof elevation on a map. I don't see a way to access this via normal scripting though.
 
sfall posted link for help

I am experiencing problems getting 1.02 updated to 2.1.2b running on wine. I have tried all suggestions. Wine 1.5.19 with update NVidia drivers. I currently run eveonline with no problems so I know wine and graphics drivers are ok. This game runs when installed, but wont run after patched.

It hangs at "Please standby" with error message of "wmAreaInit::Error loading cities".

sfall FAQ said to try here.

Thanks.
 
Re: sfall posted link for help

alanware said:
I am experiencing problems getting 1.02 updated to 2.1.2b running on wine. I have tried all suggestions. Wine 1.5.19 with update NVidia drivers. I currently run eveonline with no problems so I know wine and graphics drivers are ok. This game runs when installed, but wont run after patched.

It hangs at "Please standby" with error message of "wmAreaInit::Error loading cities".

sfall FAQ said to try here.

Thanks.

First, the versions you quote are versions of different things. 1.02 is vanilla Fallout's version, while 2.1.2b is for the RP.
Second, the solution you look for is here http://falloutmods.wikia.com/wiki/F2RP_Technical_Info
For tl;dr solution, you need to tell WINE to load the native ddraw.dll for fallout2.exe, so it uses sfall.

Also, you'll want to run this command from the fallout 2 folder:
~$ chmod 444 [dD]ata/[pP]roto/[iI]tems/* [dD]ata/[pP]roto/[cC]ritters/*
 
Working but without SCRN option

I had tried all the suggestions on the link you provided. What I tried that worked was typing in the "ddraw.dll" in winecfg and pressing return, since the ddraw is not in the drop down. This fixed the error, I am not looking for where I can adjust the screen from game menu.

Thanks for your help. I have been enjoying this game.
 
You can only access that menu from the main screen, not from the in game menu, take that into account. Also, that belongs to hi-res patch, IIRC.
If you still can't find it, you can manually modify it from f2_res.ini or ddraw.ini, depending on the mode you are using.
 
Works

I have the resolution working well.

I only wish I had a way to get out of the game without closing it.

Thanks
 
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