Fallout 2 mod FO2 Engine Tweaks (Sfall)

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

  1. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    There's supposed to be an engine bug that causes crashes when too many scripted items, right? What's the cutoff? Like if I make it so a script is attached to flares, how many flares on a map or in player's inventory will cause problems?
     
  2. Darek

    Darek is currently unavailable

    Jan 7, 2008
    IIRC you're safe as long as you don't go over one block of scripts (16).
    Keep in mind that it was 4 years since I looked into that and I don't think I was ever 100% sure in the first place, so it may not be entirely accurate.
    I also never tested it on Fallout 1. It is possible that the save routine is different.
    The best advice as always is to try it out yourself. Start the game with say 33 scripted flares and see what happens. IF it crash, try lowering the number of flares and see where it stops. Be sure to go back and forth between maps a couple of time if you can, as sometimes the bug needs to "build up".
     
  3. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Thank you, I'll check it out. Doing a bunch of saves and loads probably would be a good test as well.
     
  4. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    *Stupid question*
     
  5. Darek

    Darek is currently unavailable

    Jan 7, 2008
    Could it be critical hits? Aren't those always aimed (or in this case turns into aimed shots to the torso)? Or am I thinking wrong here?
    Anyway, you can easily test it by editing the dudes critical chance, either set it to 0 or 99 and see what happens.
     
  6. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    Interesting thinking, but I tried everything from setting every attack to a crit through the afterhitroll hook script, to setting critical chance for the protagonist to 50% and then 0% and every time it was the same. The frequency is always something like 1 in every 5 attacks, and it doesn't matter whether it's a hit or a miss.

    edit: ah nvm, it's apparently being caused by some other mod of mine, I've removed them all and the problem disappears. I should have this figured out at some point.

    edit2: ah, the "bug" must be in the new localization system, should have thought of that.

    edit3: yup, fixed now. Sorry for wasting people's time!
     
  7. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    Is there any way one can change the AP cost of opening the inventory during combat?
     
  8. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    Just gonna keep asking stupid questions:

    The problems I had with global_script_type(1) (the always on one): I'm taking it they have to do with this, right?:

    So, what's an input wrapper? I checked ddraw.ini, but nothing seemed to particularly stand out. Is it maybe the one about

    because if it is, I have the feeling I already tried playing around with that to no avail.

    edit: on a related note, what exactly does available_global_script_types do? I tried it and it returns 1, but I have no idea what to do with that. I tried googling both these things, but nothing came up.
     
  9. Timeslip

    Timeslip Water Chip? Been There, Done That
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    921
    Aug 15, 2007
    if it doesn't trigger the ap cost hookscript, then not currently.

    Nothing you need to worry about; it's on by default now and can't be turned off.

    As far as I'm aware, none of the txt files from the modders pack are available on google, so you won't find much there. :p

    iirc, it just returns 1 if the input wrapper is available, 2 if world map scripts are available, and 3 if both. But there's a bug that stops the 2 getting added... so basically it's useless atm and always returns 1. :p
     
  10. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    Thanks! Too bad the inventory doesn't trigger the AP hookscript... have wanted to raise reload AP costs for a while but that's a bit useless without raising the inventory AP as well.

    EDIT: Jordan asked this about forty pages ago, but I didn't see your reply anywhere, so I thought I might as well ask as well: is it possible to create spatial scripts via script (so not in the mapper)? The reason you didn't respond is probably because it's impossible, but it's the only real possibility to make the traps skill interesting so I thought I might as well make sure.
     
  11. Timeslip

    Timeslip Water Chip? Been There, Done That
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    921
    Aug 15, 2007
    Or I just wasn't around when it was asked, and never went back far enough to look.

    No, sfall doesn't add any extras to spacial scripts. But there's no reason you can't emulate a spacial script in a global script. It just wont be as efficient, because you'd have to test if there were any critters on the relevant set of tiles each loop.
     
  12. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    Interesting... never thought of that. Though I'd think the biggest problem wouldn't even be efficiency but permanency. E.g. you'd set a "mine" by setting an sfall global to the player's tile, then check continuously over each npc whether they're close, otherwise boom. Reload game however and it's gone.

    Unless I do something with MVARs or something... Thanks anyway!
     
  13. Timeslip

    Timeslip Water Chip? Been There, Done That
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    921
    Aug 15, 2007
    Actually, sfall globals are persistent. As are any arrays that are created without the transient flag. They all get saved into your savegames.
     
  14. JimTheDinosaur

    JimTheDinosaur Vault Dweller
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    Mar 17, 2013
    Seriously? Wow, I have no idea why I was so completely and totally convinced that they weren't, but that changes a lot. Thanks for the heads up.
     
  15. Glovz

    Glovz Vault Dweller
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    Sep 16, 2005
    BTW, Timeslip in case you don't check your messages, I sent a link to an updated AmmoMod.cpp file.

    Thanks for everything! :)
     
  16. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Do you know when you'll have time to go through the the Sfall Requests?
     
  17. Timeslip

    Timeslip Water Chip? Been There, Done That
    Modder

    921
    Aug 15, 2007
    yup, seen it and already done. :)

    At the rate I'm going, in 40-ish years when I retire.
     
  18. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    :lol:

    Sounds good. :wink:
     
  19. Sduibek

    Sduibek Creator of Fallout Fixt Moderator Modder

    Oct 27, 2010
    Has the "Pressing A to enter combat before anything else happens, thus getting infinite free running" bug been fixed?
     
  20. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Nope, AFAIR there's no solution coming from the previous discussion. Blocking the "A" key still doesn't sound like a good idea for me honestly.