I added this to the Sfall Requests wiki pagekillap said: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.
Have you tried changing the BackgroundKeyboard and BackgroundMouse settings in the file? Fiddling with settings is always the first thing to do.alanware said:So the game has high resolution and loads up fine. It is impossible to play due to the incredible lag and jittery mouse. Many people have reported this and I am still unsure as to a fix.
Thanks.
I can't actually get that to work reliably even for ground tiles. Can you show an example script, and what you're trying to do? If I try tiling every tile on the map using create_object, they get rendered on top of the lower half of critters instead of at tile level.killap said: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.
Nah, not tough to do at all. It's just that no-one had asked for it yet. Or at least, asked when I wasn't busy. Done and in svn - you use a 'SkillCostxxx=yyy' line in the skills ini to control the cost of skills on a per skill basis.JimTheDinosaur said:I might as well formally list this as a request: is it possible to further slow down the skill progression rate (e.g. have 75-100 cost 2 points, 100-125 cost 3 points, etc.)? I'm pretty sure this is impossible or else it would have been implemented already (the preposterously easy late-game combat and swimming in skill points by the end is a frequent hang up), but I didn't spot it in the request wiki, so I thought I might as well ask just in case.
Timeslip said:Nah, not tough to do at all. It's just that no-one had asked for it yet. Or at least, asked when I wasn't busy. Done and in svn - you use a 'SkillCostxxx=yyy' line in the skills ini to control the cost of skills on a per skill basis.
While I was poking around in skills, I also added an option to base skill costs on the number of points already spent in that skill, rather than the current skill level, which changes skill mechanics quite a bit. (i.e. it increases the worth of spending special points to get your base skill levels up. It makes tag skills rather overpowered though, because you can get them twice as high before they start costing more.)
//hs_tohit.int
procedure start;
#include "C:\Program Files (x86)\GOG.com\Fallout 2 Mapper\scripts\HEADERS\sfall.h"
#include "C:\Program Files (x86)\GOG.com\Fallout 2 Mapper\scripts\HEADERS\define.h"
procedure start begin
variable hitchance;
variable target;
variable attacker;
variable bodypart;
variable tmp;
variable tmp2;
tmp2:=-1;
if(init_hook) then begin
end else begin
hitchance:=get_sfall_arg;
target:=get_sfall_arg;
attacker:=get_sfall_arg;
bodypart:=get_sfall_arg;
if(bodypart==1) or (bodypart==2) or (bodypart==7) or (bodypart==8) then begin
tmp:=(hitchance-30);
if (hitchance>30) then begin
hitchance:=(30 + (tmp/2));
end
end
else if(bodypart==0) then begin
tmp:=(hitchance-20);
if (hitchance>20) then begin
hitchance:=(20 + (tmp/2));
end
end etc. etc.
Just tested it a bit, and it seems working pretty well. I can even set some skill to cost more than 6 points per 1%/2%, or just set them like in the good ol' FO1.Timeslip said:Done and in svn - you use a 'SkillCostxxx=yyy' line in the skills ini to control the cost of skills on a per skill basis.
set_hit_chance_max(int percentage) lets you push it up to 100, but there's no way to get above 100 as the input value to the script. The only workaround is to ignore the scripts input value, and do the whole calculation yourself.JimTheDinosaur said:This way I thought could slow down the To Hit progression per body part aimed at. I was planning on adding additional increments when I finally noticed that the hitchance is already nerfed (i.e. if the original hitchance is 200%, in the hookscript it's already down to the maximum 95%), which made my plan impossible. So is there maybe a way to manipulate the original hitchance rather than the one brought down to 95%?
Maybe, if you can rustle up a fallout 2 savegame that shows the problem.Continuum said:Timeslip, can you fix this?
It can be reproduced with Killian Darkwater, if we're talking Fallout 1. He can't see through Tables with "Stuff" object on them.Timeslip said:Maybe, if you can rustle up a fallout 2 savegame that shows the problem.Continuum said:Timeslip, can you fix this?
changelog said:v3.0
>Added get/set_critter_skill_points, get/set_available_skill_points, mod_skill_points_per_level, set_perk_freq, get_last_attacker, get_last_target and block_combat script functions
>Added a fix for the super stimpack exploit
>Added config options to control skill costs
>Fixed in_world_map script function potentially returning an incorrect value
>Fixed force_aimed_shots and disable_aimed_shots corrupting behaviour of other weapons
>Fixed potential problem with the modified_ini script function
>Fixed the missing last argument of the ap cost hook script
>Fixed apperence of version info in windows (From NovaRain)
>When using dx9 graphics, gpu blt is enabled automatically if supported
>When using dx9 graphics, resolution is changed automatically when using the res patch
>Removed upscaling filter support
>Removed ddraw.ini defined global shader
>Removed multiplayer
>Removed the update check
I wasn't, hence the 2 in the scentence you quoted. :p I'll fix it for fallout 2 if I can, and the same problem still exists, but I still have no plans to touch fallout 1.Sduibek said:It can be reproduced with Killian Darkwater, if we're talking Fallout 1. He can't see through Tables with "Stuff" object on them.
Wow, a main version bump.Timeslip said:I've made a 3.0 release, since it's been a while since the last one. Only the normal version atm, modders pack and win 2k version should show up tonight.
Can't make a savegame (game crashes when loading it). I hacked my Fallout map into Fallout 2 with this lil' trick:Timeslip said:Maybe, if you can rustle up a fallout 2 savegame that shows the problem.
StartingMap=LAGUNRUN.MAP
procedure critter_p_proc
begin
if (obj_can_see_obj(self_obj, dude_obj)) then begin
float_msg(self_obj, "I SEE YOU", 2);
attack(dude_obj);
end
else begin
float_msg(self_obj, "I'M BLIND", 2);
end
end
The major version bump is because of the removed features.NovaRain said:Wow, a main version bump.
Just notice ControlPartyMembers section still in the ini, but actually it got removed with the multiplayer.
That sounds like there's something rather more serious wrong than just line of sight. o.OContinuum said:Can't make a savegame (game crashes when loading it).
Thanks, will take a look as soon as I get a chance.Continuum said:so use "StartingMap=" and start new game to check out this.
It's probably(?) related to my map hack. I have no idea what script in used there as map script (it can be even critter's script! ). The thing is: LAGUNRUN.MAP is a Fallout map, which means ALL scripts are assigned from its scripts.lst, not Fallout 2's. But the point was only to show, and test (obj_can_see_obj(self_obj, dude_obj)) command in specific circumstances. So I figured out what script is listed as 10th on the list*, and made that special code.Timeslip said:That sounds like there's something rather more serious wrong than just line of sight. o.O.
Do you still have the plan to re-add it back? When I saw you remove the multiplayer in SVN, I thought you want to drop all stuff in it. I've tried to enable the option once in older version, but didn't get it work.Timeslip said:And bah. That's what I get for going months without touching sfall. I forgot what I was in the middle of doing. I meant to readd the option to control party members in, and just scrap the multiplayer, and see if I could improve it a bit. Ah well. Buggy as it was, I doubt it has many avid users.NovaRain said:Just notice ControlPartyMembers section still in the ini, but actually it got removed with the multiplayer.
;Uncomment to set the text colour of the exta 5 interface boxes
Timeslip said:I've added set_critter_skill_points and get_critter_skill_points script functions. They work on the number of extra points that have been put into a skill, and ignore the extras from stats, difficulty level and other bonuses. You can compare the result of get_critter_skill_points to the normal function that gets a critters skill to work out what any current bonuses are.
Very cool. Thanks again for your work on this!Timeslip said:I've made a 3.0 release, since it's been a while since the last one. Only the normal version atm, modders pack and win 2k version should show up tonight.
What's this about?Timeslip said:Added a fix for the super stimpack exploit
If you add a "SuperStimExploitFix=1" in the INI, it will prevent player from using super stims on a critter who is at full health. It's off by default, here's the related discussion in previous posts: http://www.nma-fallout.com/forum/viewtopic.php?p=989879#989879killap said:What's this about?Timeslip said:Added a fix for the super stimpack exploit